You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You Don't Meet In An Inn continues our tale of urban horrors with Unknown Armies Third Edition! Join Christine Blight, Austin Ramsay, Scott, and Jason Kang on Vassar college campus home of the Knights Templar!

You Don't Meet In An Inn continues our tale of urban horrors with Unknown Armies Third Edition! Join Christine Blight, Austin Ramsay, Scott, and Jason Kang on Vassar college campus home of the Knights Templar!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:32:01yesfantasy,horror,urban,play,unknown,actual,armiesfullUnknown Armies Third Edition CorkboardTue, 07 Nov 2017 17:00:00 +0000Unknown Armies Third Edition has the players make a conspiracy board before the game starts as a form of setting creation. Now that the story has blossomed a bit here's the one we made for our game!

Here's a link to the images that we gathered to choose from to build the board. There were so many great concepts that we couldn't get to.

]]>Unknown Armies Third Edition has the players make a conspiracy board before the game starts as a form of setting creation. Now that the story has blossomed a bit here's the one we made for our game!

Here's a link to the images that we gathered to choose from to build the board. There were so many great concepts that we couldn't get to.

]]>You Don't Meet In An Inn continues our Halloween spooktacular series with Unknown Armies Third Edition! Join Christine Blight, Austin Ramsay, Scott, and Jason Kang on Vassar college campus home of the Knights Templar!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You Don't Meet In An Inn continues our Halloween spooktacular series with Unknown Armies Third Edition! Join Christine Blight, Austin Ramsay, Scott, and Jason Kang on Vassar college campus home of the Knights Templar!

You Don't Meet In An Inn continues our Halloween spooktacular series with Unknown Armies Third Edition! Join Christine Blight, Austin Ramsay, Scott, and Jason Kang on Vassar college campus home of the Knights Templar!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:38:27yesfantasy,horror,urban,play,unknown,actual,armiesfullUnknown Armies 3e Movie PostersSun, 08 Oct 2017 18:36:45 +0000Christine made two posters for our new series since it features the return of fan favourites Abigail Archer and Galatea "Gail" West.

]]>Christine made two posters for our new series since it features the return of fan favourites Abigail Archer and Galatea "Gail" West.

]]>You Don't Meet In An Inn begins our Halloween spooktacular series with Unknown Armies Third Edition! Join Christine Blight, Austin Ramsay, Scott, and Jason Kang on Vassar college campus home of the Knights Templar!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:21:06yesfantasy,horror,urban,play,unknown,actual,armiesfullJust An Old DogSun, 01 Oct 2017 14:17:17 +0000This is the last Nexus story that I have and I feel I've saved the best for last. Nexus was supposed to be run using Big Eyes Small Mouth third edition which is my go to system for any setting where playing a non-humanoid is very possible. BESM 3e excels at that task because it has mechanics behind extremely inhuman anatomy where other games would just fluff those differences into the humanoid mechanics (a method which does have its merits). This story was meant to hint that such characters were completely viable in the setting.

Max and I were partners in our reality's K-9 unit. We were partners he and I; a cybernetically enhanced man and a cybernetically enhanced dog. The implants gave us a whole suite of abilities, but foremost among them was telepathy with each other. We served in search an rescue, primarily warzones. We'd saved each other on more than one occasion. He'd take a bullet for me to his plating, I'd take out an ambusher with my in built armaments. Not to mention all the friendlies we'd pull out of tough spots.

Some people believe in one true love, and I think I do too. Not in a "I want to have kids with him" kind of way, just that I wanted to spend the rest of my life with Max. Hell, he'd lasted longer than my 2 wives. So when retirement came close, I started planning on where to go. I decided on Nexus because with our connected implants we'd both get our citizenship together. Sure we could've been undocumenteds, but I didn't want to get kicked out of a reality at my age. We found a nice little apartment, and filled our days with community service, bringing joy to the sick at hospitals and teaching children about empathy towards fellow sentients.

They say losing a child is the hardest thing to go through. I've never had children, but losing Max was like losing a brother, a best friend, and a spouse all rolled into one. He was always the less lucky of the two of us. We were heading home from a school visit, when we got caught in a Homeline raid on some illegal operation. Nerve rifle fire started flying back and forth on lethal settings. Max saw something and shoved me out of the way. His plating didn't stop the lethal nerve damage, but he somehow had the clarity to cut our connection before the pain killed us both. A piece of my soul died that day. When I recovered enough to walk again, I devoted myself to finding out what happened. Now I'm just one old dog, working the P.I. angle trying to get back at whoever caused my partner's death.

Rest in peace Max, because I'll stop the bastards that killed you.

]]>This is the last Nexus story that I have and I feel I've saved the best for last. Nexus was supposed to be run using Big Eyes Small Mouth third edition which is my go to system for any setting where playing a non-humanoid is very possible. BESM 3e excels at that task because it has mechanics behind extremely inhuman anatomy where other games would just fluff those differences into the humanoid mechanics (a method which does have its merits). This story was meant to hint that such characters were completely viable in the setting.

Max and I were partners in our reality's K-9 unit. We were partners he and I; a cybernetically enhanced man and a cybernetically enhanced dog. The implants gave us a whole suite of abilities, but foremost among them was telepathy with each other. We served in search an rescue, primarily warzones. We'd saved each other on more than one occasion. He'd take a bullet for me to his plating, I'd take out an ambusher with my in built armaments. Not to mention all the friendlies we'd pull out of tough spots.

Some people believe in one true love, and I think I do too. Not in a "I want to have kids with him" kind of way, just that I wanted to spend the rest of my life with Max. Hell, he'd lasted longer than my 2 wives. So when retirement came close, I started planning on where to go. I decided on Nexus because with our connected implants we'd both get our citizenship together. Sure we could've been undocumenteds, but I didn't want to get kicked out of a reality at my age. We found a nice little apartment, and filled our days with community service, bringing joy to the sick at hospitals and teaching children about empathy towards fellow sentients.

They say losing a child is the hardest thing to go through. I've never had children, but losing Max was like losing a brother, a best friend, and a spouse all rolled into one. He was always the less lucky of the two of us. We were heading home from a school visit, when we got caught in a Homeline raid on some illegal operation. Nerve rifle fire started flying back and forth on lethal settings. Max saw something and shoved me out of the way. His plating didn't stop the lethal nerve damage, but he somehow had the clarity to cut our connection before the pain killed us both. A piece of my soul died that day. When I recovered enough to walk again, I devoted myself to finding out what happened. Now I'm just one old dog, working the P.I. angle trying to get back at whoever caused my partner's death.

Rest in peace Max, because I'll stop the bastards that killed you.

]]>Once A Guard, Always A GuardThu, 28 Sep 2017 21:29:15 +0000Before I started working on Nexus I organized a Dawn of Worlds... campaign, is probably the right word, that had about 10 players and lasted for several long sessions. We created a very detailed and full fantasy setting in that campaign in spite of Dawn of Worlds' flaws (seriously if you want a setting creation game play Microscope instead) but then nothing further ever happened with that setting because there was SO much of it. I tried collecting all the necessary information for a setting document, which became a wiki, but none of the other players chipped in other than answering my questions which didn't really help with the heavy lifting.

This story was a way to tie that setting into Nexus and possibly find further use for the copious amounts of material I had without requiring a full blown campaign or explanation. Don't need a setting document if the characters aren't from the setting after all.

I'm from one of the outlying realities. A world where there are beings who would call themselves gods and shaped the world with their wills. Now they meddle in the affairs of us "lowly mortals," granting some of us power, and blighting others because our leaders didn't pay them tribute.

I got lucky. I was a city guard in Blade Point before it fell to Visour's army of the dead. A merc team from Nexus was running a job to retrieve an artifact from the city before it fell. Their nerve rifles were proving less than effective against the dead in the walls, and so when I saved two of them with my sword, they offered me a way out of the doomed city. Now I do what I always did. I work security, but at least I don't have to worry about an army of dead killing me. I think.

]]>Before I started working on Nexus I organized a Dawn of Worlds... campaign, is probably the right word, that had about 10 players and lasted for several long sessions. We created a very detailed and full fantasy setting in that campaign in spite of Dawn of Worlds' flaws (seriously if you want a setting creation game play Microscope instead) but then nothing further ever happened with that setting because there was SO much of it. I tried collecting all the necessary information for a setting document, which became a wiki, but none of the other players chipped in other than answering my questions which didn't really help with the heavy lifting.

This story was a way to tie that setting into Nexus and possibly find further use for the copious amounts of material I had without requiring a full blown campaign or explanation. Don't need a setting document if the characters aren't from the setting after all.

I'm from one of the outlying realities. A world where there are beings who would call themselves gods and shaped the world with their wills. Now they meddle in the affairs of us "lowly mortals," granting some of us power, and blighting others because our leaders didn't pay them tribute.

I got lucky. I was a city guard in Blade Point before it fell to Visour's army of the dead. A merc team from Nexus was running a job to retrieve an artifact from the city before it fell. Their nerve rifles were proving less than effective against the dead in the walls, and so when I saved two of them with my sword, they offered me a way out of the doomed city. Now I do what I always did. I work security, but at least I don't have to worry about an army of dead killing me. I think.

]]> Dungeon World Playthrough Part 7-They're Only KoboldsSun, 24 Sep 2017 08:57:24 +0000This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

]]>This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

If you want to hear the setting creation episodes for this game you can find the first episode of our Microscope series here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:39:35yesfantasy,rpg,world,play,dungeon,actualfullYoung Cog In A Wide World Fri, 22 Sep 2017 21:18:18 +0000This story came from me thinking about the idea that there was no way that Nexus was the only hub universe. So what does it look like when a smaller and more controlled group of universes connect as opposed to Nexus' wild west of worlds.

I come from a world not too far from Nexus. You might call it mini-Nexus if you wanted to. We happen to intersect a space where there are a few regular gates to other realities. This causes our population to be pretty mixed.

The original culture was just about to get into the swing of their industrial age when the gates became regular and they got an influx of residents. My parents were some of them. My father was a mechanic who came from a moderately close reality where there were clockwork men, he himself being one. My mother is an elven enchanter from a much farther reality who was part of an adventuring group. They met, fell in love, and decided to combine their abilities and had me together.

Growing up I heard many tales about Nexus and its wonders. Now that I'm older, I'm here and ready to take on the multiverse with a literal spring in my step.

]]>This story came from me thinking about the idea that there was no way that Nexus was the only hub universe. So what does it look like when a smaller and more controlled group of universes connect as opposed to Nexus' wild west of worlds.

I come from a world not too far from Nexus. You might call it mini-Nexus if you wanted to. We happen to intersect a space where there are a few regular gates to other realities. This causes our population to be pretty mixed.

The original culture was just about to get into the swing of their industrial age when the gates became regular and they got an influx of residents. My parents were some of them. My father was a mechanic who came from a moderately close reality where there were clockwork men, he himself being one. My mother is an elven enchanter from a much farther reality who was part of an adventuring group. They met, fell in love, and decided to combine their abilities and had me together.

Growing up I heard many tales about Nexus and its wonders. Now that I'm older, I'm here and ready to take on the multiverse with a literal spring in my step.

]]>Average Everyday Super SoldierThu, 21 Sep 2017 21:07:02 +0000This story idea came about because I was thinking about the very limited amount of death in golden and silver age comics, and how superheroes might interact with the Nexus setting. I decided that superheroes themselves wouldn't be very interesting since multiverses were already a major part of the comics I grew up with, though other elements of such worlds might be interesting.

My world is protected by heroes. True heroes with incredible powers. Men and women who can do incredible things that seem to bend the laws of physics.

Apparently people like this are a rarity outside of my home reality, and just as surprising to me when I first left was how fragile everyone else was. Seems that the reason so few people died in the big bang ups between the heroes and villains is because us "normal" people had evolved to be tougher and stronger in our reality to be able to compete with the supers.

So now I'm in Nexus, and I used to be an average joe, but now I'm practically a super soldier myself in this reality. My future has never looked brighter!

]]>This story idea came about because I was thinking about the very limited amount of death in golden and silver age comics, and how superheroes might interact with the Nexus setting. I decided that superheroes themselves wouldn't be very interesting since multiverses were already a major part of the comics I grew up with, though other elements of such worlds might be interesting.

My world is protected by heroes. True heroes with incredible powers. Men and women who can do incredible things that seem to bend the laws of physics.

Apparently people like this are a rarity outside of my home reality, and just as surprising to me when I first left was how fragile everyone else was. Seems that the reason so few people died in the big bang ups between the heroes and villains is because us "normal" people had evolved to be tougher and stronger in our reality to be able to compete with the supers.

So now I'm in Nexus, and I used to be an average joe, but now I'm practically a super soldier myself in this reality. My future has never looked brighter!

]]>Homeforced Into HellWed, 20 Sep 2017 21:44:45 +0000Another short story sharing the lore of Nexus, specifically some more details about Homeline. I rather like this story for its setting exposition told through a character lens. Also that last paragraph.

I'm from Homeforce. Well, technically the reality that Homeforce originated in but the two have essentially become inseparable to anyone not from there, and many who are. We're one of the few realities that got our shit together, probably due to our age and stable physical laws. After several thousand years of conflict we finally managed to unite all our nations, creating a successful world government.

Now we try to bring that stability to less civilized realities who are still at war with themselves, or aren't ready for unguided access to the multiverse. Of course, not everyone sees it that way. A lot see us as fascists, and others as too lenient. You can't please everyone that's for damn sure.

A big part of this is controlling gate access at Nexus. Homeforce has some of the best predictors in its pay and regularly predicts gates others don't see coming. Which is how I wound up here on this ass backwards planet with nothing but my keys, body armour, and nerve rifle.

There was one predictor on staff years and years back, kinda crazy looking, who used tarot cards of all things to predict. Her success rate was about 40%, but she had the longest range of any predictor we had, so all of her predictions were logged and compared at a later date to more reliable predictors' findings. I was standing at my post when this crazy lookin' granny busts in waving some papers, screamin' about how we had to vacate.

I was about to start calmin' her down when the familiar whine of a gate forming started. So loud like it was right in my skull. Turns out it actually was. Found this out after the boom opening of the gate which grabbed me and her arm, but little else. The arm still had the report in it. Long before she was retired, the crazy bitch had predicted the damned thing appearing right where I was standing for a split second, but no one had acted on it because it was too ridiculous to waste a predictor going over it with the recent budget issues.

So now I'm here, in the darkest fuckin' jungle I never could've imagined, shootin' goddamn killer chickens to stay alive. Thank god my nerve rifle has a 25 year power cell.

]]>Another short story sharing the lore of Nexus, specifically some more details about Homeline. I rather like this story for its setting exposition told through a character lens. Also that last paragraph.

I'm from Homeforce. Well, technically the reality that Homeforce originated in but the two have essentially become inseparable to anyone not from there, and many who are. We're one of the few realities that got our shit together, probably due to our age and stable physical laws. After several thousand years of conflict we finally managed to unite all our nations, creating a successful world government.

Now we try to bring that stability to less civilized realities who are still at war with themselves, or aren't ready for unguided access to the multiverse. Of course, not everyone sees it that way. A lot see us as fascists, and others as too lenient. You can't please everyone that's for damn sure.

A big part of this is controlling gate access at Nexus. Homeforce has some of the best predictors in its pay and regularly predicts gates others don't see coming. Which is how I wound up here on this ass backwards planet with nothing but my keys, body armour, and nerve rifle.

There was one predictor on staff years and years back, kinda crazy looking, who used tarot cards of all things to predict. Her success rate was about 40%, but she had the longest range of any predictor we had, so all of her predictions were logged and compared at a later date to more reliable predictors' findings. I was standing at my post when this crazy lookin' granny busts in waving some papers, screamin' about how we had to vacate.

I was about to start calmin' her down when the familiar whine of a gate forming started. So loud like it was right in my skull. Turns out it actually was. Found this out after the boom opening of the gate which grabbed me and her arm, but little else. The arm still had the report in it. Long before she was retired, the crazy bitch had predicted the damned thing appearing right where I was standing for a split second, but no one had acted on it because it was too ridiculous to waste a predictor going over it with the recent budget issues.

So now I'm here, in the darkest fuckin' jungle I never could've imagined, shootin' goddamn killer chickens to stay alive. Thank god my nerve rifle has a 25 year power cell.

]]>A Senator Without A Senate Sun, 17 Sep 2017 00:09:21 +0000This story was a tie in to a previous supers game where I was the primary GM. One of the other player/GMs in that introduced the Legion and Senators. Since they were reality jumpers they were a perfect fit for Nexus so I threw them in.

Frankly the story is lacklustre, but I think it had enough to possibly prod some ideas into existence.

I come from a reality where the Human Roman Empire never fell. It just kept going and going, until we evolved beyond our humanoid forms and into what others call "giant blue bipedal ants." Then the Legion took control and ousted the Senate.

My ancestors were Senators, and now I'm one. A refugee fleeing across realities always away from the Legion. Sometimes I see them in Nexus. Technically they can't hunt us here, but knowing the Legion, they're preparing to conquer Nexus just like they have all the other realities they've encountered.

]]>This story was a tie in to a previous supers game where I was the primary GM. One of the other player/GMs in that introduced the Legion and Senators. Since they were reality jumpers they were a perfect fit for Nexus so I threw them in.

Frankly the story is lacklustre, but I think it had enough to possibly prod some ideas into existence.

I come from a reality where the Human Roman Empire never fell. It just kept going and going, until we evolved beyond our humanoid forms and into what others call "giant blue bipedal ants." Then the Legion took control and ousted the Senate.

My ancestors were Senators, and now I'm one. A refugee fleeing across realities always away from the Legion. Sometimes I see them in Nexus. Technically they can't hunt us here, but knowing the Legion, they're preparing to conquer Nexus just like they have all the other realities they've encountered.

]]>Bark and BarkeepMon, 04 Sep 2017 16:59:41 +0000Some of the Nexus stories I wrote to build a feel for the setting were very short. This one might be the shortest.

My world is nothing but water. Except for the trees that grow out of it. So those of us who are civilized build on the trees.

We grow fungus that can live off the trees to support ourselves. I was quite surprised when I came to Nexus and found that people ate meat here; only the cannibalistic ship people do that in my home.

I still visit sometimes, as I have family there and climbing a tree is the only way I can really stretch my arms, but the gates there are kind of irregular.

Here in Nexus I'm a bartender, apparently the fungus we grow back home (and I grow in my basement) make a mean liquor. Keeps my customers happy.

]]>Some of the Nexus stories I wrote to build a feel for the setting were very short. This one might be the shortest.

My world is nothing but water. Except for the trees that grow out of it. So those of us who are civilized build on the trees.

We grow fungus that can live off the trees to support ourselves. I was quite surprised when I came to Nexus and found that people ate meat here; only the cannibalistic ship people do that in my home.

I still visit sometimes, as I have family there and climbing a tree is the only way I can really stretch my arms, but the gates there are kind of irregular.

Here in Nexus I'm a bartender, apparently the fungus we grow back home (and I grow in my basement) make a mean liquor. Keeps my customers happy.

]]>Nexus: Where Are You From?Sun, 03 Sep 2017 00:30:33 +0000This one isn't so much a story as it is a short bit of prose designed to summarize the Nexus setting for any players that aren't up to reading the entire setting document.

You live in the Nexus. There's a lot of different names for it, official and unofficial, but that's what most people know it as. There's nothing particularly remarkable about it, no wacky laws of physics, no horrendous fauna, no incredibly advanced civilization. Except, that is, for the gates.

Naturally occurring, and about as predictable as the weather (which is to say more or less accurately), the gates allow anyone to move from Nexus to a connecting reality. What's special about Nexus is that it has a lot of connections, and with that many connections they occur regularly.

Nexus is a city state at a point in its own reality where the gates converge. The original inhabitants and civilization of it have long been forgotten, assuming it wasn't just a community of refugees, and later scholars, who happened upon it.

Imagine if you will a spider web. Nexus would be the center, with each connecting strand a gate. True there are other points with connecting strands, but nowhere with as many as Nexus. Sometimes Nexus even gets unexpected connections to outlying realities (ones that are newer or with more removed physical laws) that pop up.

So, where are you from?

]]>This one isn't so much a story as it is a short bit of prose designed to summarize the Nexus setting for any players that aren't up to reading the entire setting document.

You live in the Nexus. There's a lot of different names for it, official and unofficial, but that's what most people know it as. There's nothing particularly remarkable about it, no wacky laws of physics, no horrendous fauna, no incredibly advanced civilization. Except, that is, for the gates.

Naturally occurring, and about as predictable as the weather (which is to say more or less accurately), the gates allow anyone to move from Nexus to a connecting reality. What's special about Nexus is that it has a lot of connections, and with that many connections they occur regularly.

Nexus is a city state at a point in its own reality where the gates converge. The original inhabitants and civilization of it have long been forgotten, assuming it wasn't just a community of refugees, and later scholars, who happened upon it.

Imagine if you will a spider web. Nexus would be the center, with each connecting strand a gate. True there are other points with connecting strands, but nowhere with as many as Nexus. Sometimes Nexus even gets unexpected connections to outlying realities (ones that are newer or with more removed physical laws) that pop up.

So, where are you from?

]]>RED Team SpecialistSat, 26 Aug 2017 16:26:14 +0000With this Nexus story I was trying to establish the difference between a standard RED team member and one of the Specialists. Not only their responsibilities in the field but also the effects it has on them back home.

I'm part of a Homeline RED team. RED stands for Retrieval, Exploration, and Diplomacy. Basically, we're sent in when Homeline doesn't really know what's going on on the other side of a gate. Whether that's because it's a new world, or they lost a team, or something else, doesn't matter.

Generally speaking RED teams are made up of people who aren't from Homeline's reality. They say it's because the diverse teams bring unique skills to the table. Other's say it's Homeline sending others on suicide missions. Personally, I think its just affirmative action and propaganda. "If they see their people working for us, they'll know we're alright."

In truth though, I like my job. In my world, I was a big game hunter, wealthy from old family money so didn't have to work. Then the dead rose. Wiped out most of the people before the Centrum science team stumbled upon our world. Wasn't the first active apocalypse they'd heard of, so they rallied Centrum's teams and pulled as much of the living population out that they could. All told, there was about a hundred thousand of us left scattered across the world.

Once I got settled in Nexus, I got a job with Homeline to pay off my Centrum debt. Hah! You thought they pulled us out for free? No sir, we have to pay off our saviours. Course, Homeline does the same, that's part of the Diplomacy in RED.

Anyway, where was I? Right, got a job on a RED team. They recognized my skills with firearms, and assessed that I didn't have any particular psychological issues with the walking dead. I kept getting sent into dead heavy worlds, but not always with the best intel. Sometimes the dead, weren't like the ones from my world. Nothing scarier than being bitten, but the relief at finding out that they're magical and not contagious in the least will stop your heart almost as fast.

15 years I've been doing this. I'm now the go to guy for RED teams dealing with the dead. I've handled everything from skeletons, to frankensteins, to edwards. I'm classified as a specialist now, I only get sent into worlds with undead. Good in some ways, I don't work too much, leaves time for my family. Other days it's rough.

I stopped going to market because I get twitchy when I spot a dead man, even one approved by my employers. I know that sounds racist, but I don't hate them, I've just been treated for vampirism one too many times. Besides, even if I did hate them, this city is so full of bile and racism, no one would blink at an undead hunter hating them.

]]>With this Nexus story I was trying to establish the difference between a standard RED team member and one of the Specialists. Not only their responsibilities in the field but also the effects it has on them back home.

I'm part of a Homeline RED team. RED stands for Retrieval, Exploration, and Diplomacy. Basically, we're sent in when Homeline doesn't really know what's going on on the other side of a gate. Whether that's because it's a new world, or they lost a team, or something else, doesn't matter.

Generally speaking RED teams are made up of people who aren't from Homeline's reality. They say it's because the diverse teams bring unique skills to the table. Other's say it's Homeline sending others on suicide missions. Personally, I think its just affirmative action and propaganda. "If they see their people working for us, they'll know we're alright."

In truth though, I like my job. In my world, I was a big game hunter, wealthy from old family money so didn't have to work. Then the dead rose. Wiped out most of the people before the Centrum science team stumbled upon our world. Wasn't the first active apocalypse they'd heard of, so they rallied Centrum's teams and pulled as much of the living population out that they could. All told, there was about a hundred thousand of us left scattered across the world.

Once I got settled in Nexus, I got a job with Homeline to pay off my Centrum debt. Hah! You thought they pulled us out for free? No sir, we have to pay off our saviours. Course, Homeline does the same, that's part of the Diplomacy in RED.

Anyway, where was I? Right, got a job on a RED team. They recognized my skills with firearms, and assessed that I didn't have any particular psychological issues with the walking dead. I kept getting sent into dead heavy worlds, but not always with the best intel. Sometimes the dead, weren't like the ones from my world. Nothing scarier than being bitten, but the relief at finding out that they're magical and not contagious in the least will stop your heart almost as fast.

15 years I've been doing this. I'm now the go to guy for RED teams dealing with the dead. I've handled everything from skeletons, to frankensteins, to edwards. I'm classified as a specialist now, I only get sent into worlds with undead. Good in some ways, I don't work too much, leaves time for my family. Other days it's rough.

I stopped going to market because I get twitchy when I spot a dead man, even one approved by my employers. I know that sounds racist, but I don't hate them, I've just been treated for vampirism one too many times. Besides, even if I did hate them, this city is so full of bile and racism, no one would blink at an undead hunter hating them.

This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

If you want to hear the setting creation episodes for this game you can find the first episode of our Microscope series here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:53:18yesfantasy,rpg,world,play,dungeon,actualfullDungeon World Playthrough Part 5 - Nice FashionsSun, 13 Aug 2017 08:27:32 +0000This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

]]>This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

If you want to hear the setting creation episodes for this game you can find the first episode of our Microscope series here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:47:25yesfantasy,rpg,world,play,dungeon,actualfullThe Nexus SettingMon, 07 Aug 2017 21:36:04 +0000The Nexus setting was one that I never actually got to play in. I had some pretty ambitious ideas for this world. What I wanted to have happen was to essentially make it a multi-versal West Marches campaign with the freedom of rotating GMs. The plan was for anyone who had an idea for an adventure to post in an online group summarizing what the PCs would know going into the assignment. Interested players would then sign up with their character and play as RED agents working for Homeline.

Definitely too ambitious.

While making the setting I had gotten some advice about it from a forum and two names for organizations got suggested. I liked the names and used them, but at the time I didn't realize that they were actually from a GURPS setting. Homeline and Centrum may be familiar names to some.

This piece definitely shows its age. There's a fair bit of non-binary exclusionary language that I would clean up if I returned to this setting document. The piece also has a bit of ham handed anti-colonialism in it. However as a retrospective I thought it important to leave such details in.

This setting is also one that I wrote the most short stories for. Something about the myriad possibilities sparked my mind at the time. I'll be posting those at a later date.

Locations

-Nexus: Nexus is a landlocked population centre approx. 500km in length and is defined by its wealth of naturally occurring gates. Gates allow anyone to move from one reality to a connecting reality. Nexus's regularly occurring gates connect the city across nearly all the multiverse, and has drawn the attention of several multiversal organizations hoping to claim it for themselves. The original inhabitants and civilization of it have long been forgotten, and has since been populated by countless refugees and pilgrims from innumerable realities. With such a mix of people, a unique language developed. Like its birthplace it has no universal name, but the most common is Nexian. The city itself has a number of different neighbourhoods with all kinds of people and cultures. A number of them centre around regularly appearing gates, naming themselves and often taking on the culture of the gate, or the reality on the other side. Such regular gates are generally located in an open area because anyone who has land that a regular gate occupies will find they have gained a lot of unexpected troubles. There is no unifying government in Nexus, though there are a number of power groups within the city. Though some have tried, notably Homeline and Centrum, to form central governments within the city it has worked yet. Even if a major demographic is unified, the next gate might bring in several new ones. This bizarre and uncontrolled mix of people has created a place rife with prejudice and violence. While neighbourhoods under the control of Centrum and Homeline are stable, others regularly engage in warfare with their neighbours. Two groups of people with ideologies that are antithetical to each other will eventually try to remove each other. It is not a question of if two neighbourhoods will go to war, but how many are currently at war.

-Orbiton: This neighbourhood is unusually shaped as it is a near perfect circle. This happened because the gate within the neighbourhood moves continuously in a circular pattern. This causes anything that happens to be in the way to be pulled through to the reality on the other side. This isn't a huge problem as the other reality is rated C-C-D-C but the orbit of the gate is larger outside of Nexus. The orbit in Nexus has a diameter of 500m, while in the other reality it is roughly 10 times as large. Anyone who falls through often doesn't end up returning until the gate reappears a week later. Traders who regularly travel there, have to know the area around the gate's orbit fairly well so that they can find their way to civilization once on the other side.

-Soviet Empire: The gate that is connected to this neighbourhood is in turn connected to a reality where the Soviet Union eventually conquered the world, and reached an A-rated Civilization Level. Shortly after an attempted invasion by a Neo-Grecian army, the gate to the Soviet Empire appeared in the same neighbourhood. After being met with some armed apprehension, the Soviets made a peace offering of alloys that allowed for the construction of gate shields. This began almost a decade of prosperous and balanced trade with the Soviets. However, several months before the ten year mark, one of the Soviet ministers in charge of dealing with Nexus burst through the gate warning them to shield it off before something else came through. His earned respect convinced Homeline to listen and they erected a shield around the gate. Before they could question him, however, he died of nerve damage caused by an unknown source. While his body was quarantined and under observation, a number of forecasters were put to the task of monitoring the gate. Three days later, everyone within an approximately 200m radius of the gate began to hear a ringing in their ears that stopped as soon as they went outside of the area. Two days after that the first forecaster turned in a result: Both the realities danger levels had gone up by one rating, while the resource and civilization levels had gone down. In another week the reality had gone from C-C-B-A to A-A-C-D. The gate shield was now monitored constantly, in the hopes that the gate would eventually go away permanently, however it has been constant for the last 4 years, and there are rumours that something on the other side is weakening the shield.

-Dustree: The lack of a reliable infrastructure outside of Homeline and Centrum territories severely limits the amount of industrial growth possible. Most manufactured items are made by hand by tradespeople and sold in the same neighbourhood where the tradespeople live. However, a group of enterprising merchants worked together to create an industrialized area. The merchants called themselves Industry Incorporated, but many just know them as The Corp. Using their combined resources they leveled and then rebuilt a vast swath of land in Nexus. The new area had paved roads, sewers, electricity, and telephone lines much like the older neighbourhoods under Homeline and Centrum control. The main difference was that the new neighbourhood (which eventually gained the name Dustree) had no planned living spaces aside from those of The Corp's executives, which were luxurious fortresses built into the factories that replaced homes. Many trek from nearby neighbourhoods to toil in Dustree's smoke for the pay they can use to purchase The Corp's products. As not everyone trusts the idea of credit, there was a great deal of theft of Corp products from Dustree. This resulted in Dustree becoming a miniature police state, complete with walls around it. Any who enter Dustree can be subject to searches by The Corp's security, and the subsequent abuses of power. Despite this many still enter the area for the cheap goods.

-The Lake: In the middle of Nexus is a large freshwater lake that is the source for drinking water for much of the population. It is fed from a number of rivers coming out of the mountains in the North East, and drains into two rivers in the south. Like all of Nexus, it is inhabited by a wide variety sentient and non-sentient aquatic life. Many of the residents of The Lake are less than happy with land dwellers as fisherman rarely make a distinction between species when pulling in their hauls. The aquatics are particularly unhappy with Dustree for its dumping of chemicals into the lake. Luckily the factories are located at the exit points for the water, and thus most of it goes downstream instead of into the lake.

-Moundsover: To the North East of Nexus is a large area of rolling hills which eventually turn into a mountain range. Those who live in Nexus refer to the areas as Moundsover and Moundsover Mountains respectively. Most people from the city do not go into Moundsover because of the inhabitants. Mountain dwellers from various realities have taken home in Nexus' equivalent of their natural habitat. They generally break down into two groups, Hill people and Mountain people. The former live in the fertile hills between the city and the mountains. Although they are proud, hard people (which they need to be to survive), they are willing to sell crops to anyone who can afford them, and willing to stab anyone who wants to steal them. The Mountain people, however, cannot grow many crops in the weak mountain soil. Their main sources of food are animals for meat and dairy. The groups that border the hills often supplement their diets (and economy) with raids on the Hill people.

Organizations

-Homeline: One of the two major power groups in Nexus. The reality that Homeline comes from is a world that has created and maintained a successful world government for the last 100 years. It now tries to bring that same stability to less civilized realities who remain at war with themselves, or aren't ready for unguided access to the multiverse. However, some see them as simply trying to create a fascist government controlling gate access. Homeline has some of the best gate forecasters in its pay and regularly predicts gates others don't see coming. Each forecaster uses a method that is most familiar to them. For some this means reading dice, communing with spirits, or analyzing computer readings. The method of forecasting is irrelevant and it is the skill of the forecaster that is important. Some forecasters can predict gates years before they happen, but the forecasts do not always come true. Thus each forecaster has a success rate that is tracked, but also has their predictions double checked by another forecaster. This allows Homeline to quarantine new gates that appear, as well as sell information about when and where stable gates will appear. Profiting from gates is done by paying the current resident of a gate's location a sum of money for it's use by Homeline. They then charge the travelers who wish to use the gate a fee. Homeline also provides services and goods to citizens in Nexus for a fee. While some pay in barter, Homeline has its own credit system which can only be used to purchase things from Homeline (unless someone has a black market Homeline Credit Reader) but at a discount compared to other methods of payment. Neighbourhoods closest to the Homeline gate often have economies based entirely upon Homeline Credit. Homeline associated neighbourhoods have much stronger infrastructures than non-Homeline controlled areas. On the edges of Homeline's area of influence the neighbourhoods start to get more dangerous, at least from a Homeliner's perspective. The Homeline patrols in such contested areas tend to be less like law enforcement officers, and more like soldiers, both in gear and in tactics. Despite this Homeline's influence slowly but continuously expands. However, Homeline's operations are not limited to Nexus. Homeline regularly makes excursions into other realities purportedly to "establish a stabilizing influence" in various realities. It is well known that such stabilizing influences are often import/export businesses where Homeline sells the reality's resources to people in Nexus and in other realities. How fair such trades are vary depending on how effectively an operation is overseen. At worst the trade is grossly unfair with swathes of land being taken for a few beads. Despite the reputation of taking advantage of the natives, there are many Homeline outposts that honestly strive to improve the lives of the natives. The relationship between Homeline and the Centrum Group is a rocky one. Both organizations hold great influence in Nexus, and each have the resources of their allied realities behind them. This results in a cold war between the two where they rarely deal with each other and often fight proxy battles because a direct war would result in a mutually assured destruction scenario. Such proxy wars take the form of supplying equipment and occasionally training to neighbourhoods that will undermine the enemy's power base in some way. Sometimes this takes the form of raiding convoys, while other times it may be attacking another neighbourhood that is supported by the enemy.

-Retrieval, Exploration, Diplomacy (RED) Team: When Homeline isn't sure about what is happening on the other side of a gate they send in a RED Team. This might be because the gate is unexplored, or because they have no remote contact on the other side. Because information about what is on the other side of a gate is so limited RED Teams are made up of individuals with diverse skills. Generally speaking RED teams are made up of people who aren't from Homeline's reality. They say it's because the diverse teams bring unique skills to the table. Some say it's Homeline sending others on suicide missions, while others believe it's affirmative action and propaganda. Whatever the case may be, Homeline invests resources into RED teams and would not waste them fruitlessly. RED team agents who remain on a team for a number of years often end up being classified as RED Specialists. Specialists are only called into deal with particular tasks in which they excel. This allows senior RED agents a form of semi-retirement. Though RED teams are supposed to be for missions outside of Nexus, occasionally their specialized skills are needed for missions within the sprawling city. Such missions are generally assigned because the chosen RED agents have a connection to a mission critical location, person, or thing. One of the most common uses of RED teams inside Nexus is for search and neutralize (not necessarily destroy) missions when something comes into Nexus that could be extremely dangerous, such as a virus carrier.

-Centrum Group: One of the two major power groups in Nexus. The reality that Centrum originates from is actually very similar to Homeline's own, even having the dominant species of human sharing physiologies. However, where the United Nations of Homeline found peace, Centrum's reality fell into nuclear war. In the aftermath the only technology and expertise to survive was a group of scientists and engineers from the Centrum Group. They rebuilt the Earth under their leadership as a technocracy ruled by a council of thirteen scientists. The council members are supposedly chosen due to their intellect, however it is likely that political dealings have influenced chosen council members. This is also questioned as reproduction is handled through a combination of controlled breeding, cloning, and gene-engineering. The ruling council wants to unite all realities under the logic and efficiency of Centrum. The organization makes no attempts to hide this goal. The reason that Homeline and Centrum are at odds with each other is because the former wants to spread democracy across the multiverse, while the latter believes that democracy leads to the uninformed and unintelligent masses directing the path of civilization towards destruction. Some also suspect that Centrum holds a grudge, because Homeline was in Nexus before them (though hardly the first in Nexus). Despite their differing views on how to run society, Centrum and Homeline provide much the same services to those in their sphere of influence.

-The Sentinels: The Sentinels match the function of the Homeline RED Teams, however that is where the similarity ends. When faced with the dangers of new realities Centrum used their technology to genetically engineer a strain of humanity to be able to survive almost any conditions. These men and women are grown bodies that can resist extremes of a wide variety, even being known to survive in space for up to 5 minutes. Although Sentinels are known for their extreme toughness, many forget that they often survive not because of their bodies but because of their minds. They quickly grasp the best course of action and carry it out with a dedication that many would call suicidal. The Centrum group controls these people by raising them from the moment they leave their artificial wombs to be loyal to the cause of Centrum. It has been known for Sentinels who have made families with non-Sentinels to place their children in the care of the handlers who raised them, often to the horror of their partners.

-Industry Incorporated (aka The Corp): This organization provides Nexus with a wide range of products from home appliances to combat scrolls at a low price. Unlike Homeline it makes no attempt to accept barter as a form of payment. Any products purchased must be purchased with Homeline, or Centrum credit using black market credit readers. While this technically illegal practice is known to Homeline and Centrum (as it isn't particular secret), neither acts on it because of the projected collateral damage that would occur if any arrests were attempted within Dustree.

-Senators: The Senators are a small community of refugees, having traveled across numerous realities in search of a final home. They claim to be fleeing from The Legion who allegedly conquered their homeworld and now chase the Senators because of their belief in democracy. They are Post-Terrestrials who are described by many as "giant bipedal blue ants."

-The Legion: A police force in Nexus that will lend its support to both Homeline and Centrum when it sees fit. The members of the force are made up entirely of Post-Terrestrials. Although small in influence compared to Homeline and Centrum, it has been growing, both in numbers and influence. Senators in Nexus claim that The Legion has committed war crimes across multiple realities and are likely planning on doing the same in Nexus.

-Order of the Engineered Saviour: A transhumanist religious group. The members of the group receive special cybernetic implants upon joining. The members are broken into groups of 11. 10 of the members will be new converts who have taken a vow of silence. The 11th is a pastor who speaks for the group and espouses the beliefs of the Engineered Saviour. The Engineered Saviour is some kind of logic based entity that may be spiritual and/or digital in nature. It controls and maintains the stability of its reality.

Equipment

-Nerve Weapons: These primarily non-lethal energy weapons originated in Centrum, but quickly found their way to Homeline armories. The weapon releases a beam of energy that directly attacks the pain receptors and nervous system on any creature. These come in three forms: batons, pistols, and rifles. The baton requires only contact with the target to be effective though many swing it with crushing force at the same time. The difference between the pistol and rifle versions is limited to the rate of recharge. While the miniature fusion power cells that nerve weapons use last for approximately 25 years the devices that direct the energy can only transmit so much energy before they begin to overheat. This means that more powerful bursts of energy bring the weapon to automatic shut off quicker than low power bursts. Pistols are less efficient at dispersing the energy runoff and thus shut down faster. While not normally intended for such purposes, nerve rifles (but not pistols) have a lethal setting, though this heats the weapon at an unreasonable rate, allowing for only a few shots before the weapon needs to shut down temporarily. For all forms of the weapon, additional layers of clothing, whether it be a sweater or ceramic armour, will lessen the effect to varying degrees. A sweater will barely make a difference, while ceramics might dampen the pain to just an itch.

-Gate Instigators: Instigators are used to cause a gate that is just under the surface of reality to open and become accessible. While the earliest models simply caused gates to open, these unstable gates often collapsed because they did not have the energy to self sustain. Later versions of the device added two additional functions. The first was giving the device the ability to provide the newly formed gate with energy. This allows both instigated and naturally forming gates to remain open longer, though not indefinitely. The second function was the ability to manipulate the size and shape of the gate. This is useful because not all gates are originally large enough to allow the average sentient to pass through it, not to mention the transportation devices that many traders and travelers use. The devices were designed by an independent scientist in Nexus, who was quickly recruited by Homeline upon proving that his designs were feasible. However, shortly after that, the designs some how fell into Centrum hands, and they were the ones to add the ability to keep gates open longer. Gate Instigators are not common outside of Homeline or Centrum interworld personnel. This is in part because of manufacturing costs, but also because an instigator is useless without a forecast of where a gate will appear, or where one is under the surface. The most advanced instigators are the size of a backpack and run on more powerful versions of the power cells used in nerve weapons. They are not particularly delicate, but cannot take a serious beating.

-Gate Shields: Once it was understood how to open gates, Homeline quickly turned their research towards closing them and keeping them closed. However, this line of technology was not successful until a few years ago when an A-rated Civilization reality traded Homeline some alloys which were previously unavailable. The technology is still fairly new, and somewhat cumbersome, which limits its use to keeping closed the most dangerous gates that could open, closing gates as an emergency, and keeping dangerous realities "locked up." Unfortunately this technically is not the most reliable, and even in ideal conditions it has been shown that gate shields will slowly weaken if the gate's opening was not a one time occurrence.

Traveling in the Multiverse

-Physics and Realities: Objects (including living things) keep a weakened field of their reality's physics around them. This allows for forces that do not exist in a reality to be enacted by a denizen from outside of it. An example of this is magic. The weakened reality field allows spells to work outside of realities where magic is native to it, but also greatly amplifies them where magic is stronger than the object's/person's original reality. Same thing applies to other elements of physics, such as friction, potential energy capacity, and electromagnetism.

-Multiverse Travel Professions: When traveling through the multiverse it is safest to travel in a group because no one can know everything, nor have every skill. There are a number of roles that most groups like to try to fill as best as possible. While there can be one person per role, it is just as effective (and sometimes better) if everyone has one main focus, and then part of a secondary role so that the group's eggs are not all in one basket. Some of the most common roles are: Brain, Combatant, Diplomat, Driver, Forecaster, Hunter, Medic, and Techie. -Brain: The Brain has a wide variety of skills that may not always come in handy, but when they do they are often invaluable. Some of these skills include social customs, theoretical physics, and knowledge of locations. If a group comes from a wide enough background it is almost certain that collectively they will have enough "Brain" to not require a mercenary to fill the role.

-Combatant: The multiverse offers a wide range of dangers to those who aren't careful. The Combatant provides protection to the rest of the group by putting themselves between threats and the rest of the group. It is usually the Brain who handles environmental threats while the Combatant handles active threats, whether that's with a sword, a rifle, or a spell.

-Diplomat: Occasionally a traveling group will encounter the sentient residents of a reality. It is generally much safer to deal with such encounters peacefully, than with violence as the natives are likely to outnumber the travelers by a wide margin. This is where the Diplomat comes in. The Diplomat negotiates, lies, and pleads with those who can understand him or her to accomplish the goals of the group.

-Driver: When danger presents itself to a traveling group, sometimes the danger is overwhelming and a hasty departure is in order. Drivers know how to use a variety of transportation methods that could be found across the multiverse. While some specialize in certain forms of transportation, having a wide variety of skills is often more useful because an automobile will not always be physically possible in a reality. Like the Brain, the Driver can be left out if the group has a broad enough skill set.

-Forecaster: The most important thing to know when traveling the multiverse is how to get home, and the most important part of that is knowing when and where to find gates. Forecasters take many forms as different realities produce different methods of reaching into the "never was" and the "might happen." Some use drugs to provide them with visions, while others plot gate appearances using complex mathematical calculations based on the flapping of a butterfly's wings. Ultimately the method of forecasting doesn't matter, only the accuracy of the results. Forecasters are often left out of traveling groups from Nexus if they can find a reliable source to purchase forecasts from.

-Hunter: Everyone travels the multiverse seeking something. Hunters excel at finding what others or they are looking for. This often makes them detectives, but occasionally also makes them criminals when they need to gather information that is restricted. Because of this, many Hunters also have skills in stealth, and to deal with security barriers.

-Medic: Despite the best laid plans, sometimes everything falls apart. When people are bleeding, poisoned, or full of disease someone with medical knowledge and the skills to tend to the wounded is what's needed. Both knowledge and skills are necessary because a poorly diagnosed ailment can get worse if treated with the wrong "cure all." Any group worth their salt will not have skimped on a good Medic.

-Techie: The Techie is the applied version of the knowledge that the Brain carries. While the Brain may be able to identify the problem that a traveling group faces, it is often the Techie that uses the Brain's knowledge to come up with a solution. Despite the name of the role, not all Techies use technological solutions, many apply their knowledge of how the world works through magic or natural abilities.

Gate Rating System

The one thing that Centrum and Homeline have agreed upon is a universal rating system for cataloging realities (though they do not share their catalogs). This was done to allow the public to better use their forecasts in conjunction. Each reality has 4 categories upon which it is rated from A (Highest) to D (Lowest): Environmental Danger, Active Danger, Resources, and Civilization Level. Sometimes forecasters can make more accurate predictions giving the rating a + or – modifier.

-Environmental Danger Level represents how habitable a reality is compared to the shared biologies of Homeline and Centrum citizens. A-rated means that the reality is uninhabitable without some kind of protection such as an exosuit. Common causes for such ratings are omnipresent radiation, incompatible (or absent) atmosphere, or far too high gravity. B-rated means that the environment is survivable without an exosuit, but any who go there will require a combination quarantine and recovery period due to possibilities of disease, spiritual corruption, or a number of things that could pose a danger if not addressed. C-rated means that the environment is almost completely safe, and that while minor dangers such as sun burn are not irregular, major threats such as solar incineration are unlikely. D-rated environments have so few minor dangers as to be almost completely safe, however such realities are almost exclusively created by quirky physics combinations that are incredibly rare.

-Active Danger Level represents how dangerous the native lifeforms of a reality are. A-rated means that the life forms on the world are incredibly dangerous not only to people unfamiliar with the reality but also to those who have lived their whole lives there. A-rated realities also have the nasty tendency where their lifeforms are aggressively hostile and will travel through open gates and cause destruction on the other side. For that reason predicted A-rated realities are quarantined as soon as detected. B-rated realities have life forms that are often dangerous but can be avoided or easily neutralized. C-rated realities have occasional threats, but they are not common. Most realities with a stable civilization fall into this category as the wilderness is largely tamed (or easily avoided) and the major thread comes from the civilization itself. D-rated realities have no active threats or the ones that are present are minor. While this may seem ideal, many realities with D-rated Active Danger Levels have little active danger because the A-rated Environmental Danger has wiped them out.

-Resource Level represents the presence of materials that are deemed valuable by Nexus' economy. This makes it the least stable rating as the economy's demands change, and also the most commonly improperly rated category because many forecasters are not economically minded. Materials deemed valuable can be raw matter such as iron ore, harvestable materials such as vegetables, or items manufactured by the realities denizens. A-rated realities have the most available resources, while D-rated are almost devoid of useable materials. A-rated and D-rated Resource Levels are the most stable, as either is unlikely to change with the whims of the economy. B-rated and C-rated realities generally have roughly the same amount of useable resources and the rating fluctuates based on economic demands.

-Civilization Level represents the level of active civilization present in the reality. A-rated realities are either incredibly close to or past the technological singularity. This makes these civilizations unstable as the residents within them can no longer accurately predict what their world will be like in the near future. Another problem is that they offer incredibly advanced technology that could be both directly dangerous (such as a bomb) and indirectly dangerous (by collapsing the economy of Nexus). A-rated realities should be avoided. B-rated realities are any realities that have moved past their equivalent of the Industrial Revolution. This includes realities with technology paths that differ in method but serve essentially the same function (such as a world with captured light elementals instead of electric lighting). C-rated civilizations are any that have developed metallurgy, but have not yet reached the Industrial Revolution. D-rated civilizations are pre-metallurgy, and thus agrarian or hunter-gatherer in nature. A note about the Civilization Level rating: A civilization that has collapsed due to various factors is not rated based on the point it was at during its peak. Thus a post-singularity reality that collapsed back into a civilization where the population survives by scavenging from the past, and cannot manufacture its own metallurgy products would be a D-rated civilization.

]]>The Nexus setting was one that I never actually got to play in. I had some pretty ambitious ideas for this world. What I wanted to have happen was to essentially make it a multi-versal West Marches campaign with the freedom of rotating GMs. The plan was for anyone who had an idea for an adventure to post in an online group summarizing what the PCs would know going into the assignment. Interested players would then sign up with their character and play as RED agents working for Homeline.

Definitely too ambitious.

While making the setting I had gotten some advice about it from a forum and two names for organizations got suggested. I liked the names and used them, but at the time I didn't realize that they were actually from a GURPS setting. Homeline and Centrum may be familiar names to some.

This piece definitely shows its age. There's a fair bit of non-binary exclusionary language that I would clean up if I returned to this setting document. The piece also has a bit of ham handed anti-colonialism in it. However as a retrospective I thought it important to leave such details in.

This setting is also one that I wrote the most short stories for. Something about the myriad possibilities sparked my mind at the time. I'll be posting those at a later date.

Locations -Nexus: Nexus is a landlocked population centre approx. 500km in length and is defined by its wealth of naturally occurring gates. Gates allow anyone to move from one reality to a connecting reality. Nexus's regularly occurring gates connect the city across nearly all the multiverse, and has drawn the attention of several multiversal organizations hoping to claim it for themselves. The original inhabitants and civilization of it have long been forgotten, and has since been populated by countless refugees and pilgrims from innumerable realities. With such a mix of people, a unique language developed. Like its birthplace it has no universal name, but the most common is Nexian. The city itself has a number of different neighbourhoods with all kinds of people and cultures. A number of them centre around regularly appearing gates, naming themselves and often taking on the culture of the gate, or the reality on the other side. Such regular gates are generally located in an open area because anyone who has land that a regular gate occupies will find they have gained a lot of unexpected troubles. There is no unifying government in Nexus, though there are a number of power groups within the city. Though some have tried, notably Homeline and Centrum, to form central governments within the city it has worked yet. Even if a major demographic is unified, the next gate might bring in several new ones. This bizarre and uncontrolled mix of people has created a place rife with prejudice and violence. While neighbourhoods under the control of Centrum and Homeline are stable, others regularly engage in warfare with their neighbours. Two groups of people with ideologies that are antithetical to each other will eventually try to remove each other. It is not a question of if two neighbourhoods will go to war, but how many are currently at war. -Orbiton: This neighbourhood is unusually shaped as it is a near perfect circle. This happened because the gate within the neighbourhood moves continuously in a circular pattern. This causes anything that happens to be in the way to be pulled through to the reality on the other side. This isn't a huge problem as the other reality is rated C-C-D-C but the orbit of the gate is larger outside of Nexus. The orbit in Nexus has a diameter of 500m, while in the other reality it is roughly 10 times as large. Anyone who falls through often doesn't end up returning until the gate reappears a week later. Traders who regularly travel there, have to know the area around the gate's orbit fairly well so that they can find their way to civilization once on the other side. -Soviet Empire: The gate that is connected to this neighbourhood is in turn connected to a reality where the Soviet Union eventually conquered the world, and reached an A-rated Civilization Level. Shortly after an attempted invasion by a Neo-Grecian army, the gate to the Soviet Empire appeared in the same neighbourhood. After being met with some armed apprehension, the Soviets made a peace offering of alloys that allowed for the construction of gate shields. This began almost a decade of prosperous and balanced trade with the Soviets. However, several months before the ten year mark, one of the Soviet ministers in charge of dealing with Nexus burst through the gate warning them to shield it off before something else came through. His earned respect convinced Homeline to listen and they erected a shield around the gate. Before they could question him, however, he died of nerve damage caused by an unknown source. While his body was quarantined and under observation, a number of forecasters were put to the task of monitoring the gate. Three days later, everyone within an approximately 200m radius of the gate began to hear a ringing in their ears that stopped as soon as they went outside of the area. Two days after that the first forecaster turned in a result: Both the realities danger levels had gone up by one rating, while the resource and civilization levels had gone down. In another week the reality had gone from C-C-B-A to A-A-C-D. The gate shield was now monitored constantly, in the hopes that the gate would eventually go away permanently, however it has been constant for the last 4 years, and there are rumours that something on the other side is weakening the shield. -Dustree: The lack of a reliable infrastructure outside of Homeline and Centrum territories severely limits the amount of industrial growth possible. Most manufactured items are made by hand by tradespeople and sold in the same neighbourhood where the tradespeople live. However, a group of enterprising merchants worked together to create an industrialized area. The merchants called themselves Industry Incorporated, but many just know them as The Corp. Using their combined resources they leveled and then rebuilt a vast swath of land in Nexus. The new area had paved roads, sewers, electricity, and telephone lines much like the older neighbourhoods under Homeline and Centrum control. The main difference was that the new neighbourhood (which eventually gained the name Dustree) had no planned living spaces aside from those of The Corp's executives, which were luxurious fortresses built into the factories that replaced homes. Many trek from nearby neighbourhoods to toil in Dustree's smoke for the pay they can use to purchase The Corp's products. As not everyone trusts the idea of credit, there was a great deal of theft of Corp products from Dustree. This resulted in Dustree becoming a miniature police state, complete with walls around it. Any who enter Dustree can be subject to searches by The Corp's security, and the subsequent abuses of power. Despite this many still enter the area for the cheap goods. -The Lake: In the middle of Nexus is a large freshwater lake that is the source for drinking water for much of the population. It is fed from a number of rivers coming out of the mountains in the North East, and drains into two rivers in the south. Like all of Nexus, it is inhabited by a wide variety sentient and non-sentient aquatic life. Many of the residents of The Lake are less than happy with land dwellers as fisherman rarely make a distinction between species when pulling in their hauls. The aquatics are particularly unhappy with Dustree for its dumping of chemicals into the lake. Luckily the factories are located at the exit points for the water, and thus most of it goes downstream instead of into the lake. -Moundsover: To the North East of Nexus is a large area of rolling hills which eventually turn into a mountain range. Those who live in Nexus refer to the areas as Moundsover and Moundsover Mountains respectively. Most people from the city do not go into Moundsover because of the inhabitants. Mountain dwellers from various realities have taken home in Nexus' equivalent of their natural habitat. They generally break down into two groups, Hill people and Mountain people. The former live in the fertile hills between the city and the mountains. Although they are proud, hard people (which they need to be to survive), they are willing to sell crops to anyone who can afford them, and willing to stab anyone who wants to steal them. The Mountain people, however, cannot grow many crops in the weak mountain soil. Their main sources of food are animals for meat and dairy. The groups that border the hills often supplement their diets (and economy) with raids on the Hill people. Organizations -Homeline: One of the two major power groups in Nexus. The reality that Homeline comes from is a world that has created and maintained a successful world government for the last 100 years. It now tries to bring that same stability to less civilized realities who remain at war with themselves, or aren't ready for unguided access to the multiverse. However, some see them as simply trying to create a fascist government controlling gate access. Homeline has some of the best gate forecasters in its pay and regularly predicts gates others don't see coming. Each forecaster uses a method that is most familiar to them. For some this means reading dice, communing with spirits, or analyzing computer readings. The method of forecasting is irrelevant and it is the skill of the forecaster that is important. Some forecasters can predict gates years before they happen, but the forecasts do not always come true. Thus each forecaster has a success rate that is tracked, but also has their predictions double checked by another forecaster. This allows Homeline to quarantine new gates that appear, as well as sell information about when and where stable gates will appear. Profiting from gates is done by paying the current resident of a gate's location a sum of money for it's use by Homeline. They then charge the travelers who wish to use the gate a fee. Homeline also provides services and goods to citizens in Nexus for a fee. While some pay in barter, Homeline has its own credit system which can only be used to purchase things from Homeline (unless someone has a black market Homeline Credit Reader) but at a discount compared to other methods of payment. Neighbourhoods closest to the Homeline gate often have economies based entirely upon Homeline Credit. Homeline associated neighbourhoods have much stronger infrastructures than non-Homeline controlled areas. On the edges of Homeline's area of influence the neighbourhoods start to get more dangerous, at least from a Homeliner's perspective. The Homeline patrols in such contested areas tend to be less like law enforcement officers, and more like soldiers, both in gear and in tactics. Despite this Homeline's influence slowly but continuously expands. However, Homeline's operations are not limited to Nexus. Homeline regularly makes excursions into other realities purportedly to "establish a stabilizing influence" in various realities. It is well known that such stabilizing influences are often import/export businesses where Homeline sells the reality's resources to people in Nexus and in other realities. How fair such trades are vary depending on how effectively an operation is overseen. At worst the trade is grossly unfair with swathes of land being taken for a few beads. Despite the reputation of taking advantage of the natives, there are many Homeline outposts that honestly strive to improve the lives of the natives. The relationship between Homeline and the Centrum Group is a rocky one. Both organizations hold great influence in Nexus, and each have the resources of their allied realities behind them. This results in a cold war between the two where they rarely deal with each other and often fight proxy battles because a direct war would result in a mutually assured destruction scenario. Such proxy wars take the form of supplying equipment and occasionally training to neighbourhoods that will undermine the enemy's power base in some way. Sometimes this takes the form of raiding convoys, while other times it may be attacking another neighbourhood that is supported by the enemy.

-Retrieval, Exploration, Diplomacy (RED) Team: When Homeline isn't sure about what is happening on the other side of a gate they send in a RED Team. This might be because the gate is unexplored, or because they have no remote contact on the other side. Because information about what is on the other side of a gate is so limited RED Teams are made up of individuals with diverse skills. Generally speaking RED teams are made up of people who aren't from Homeline's reality. They say it's because the diverse teams bring unique skills to the table. Some say it's Homeline sending others on suicide missions, while others believe it's affirmative action and propaganda. Whatever the case may be, Homeline invests resources into RED teams and would not waste them fruitlessly. RED team agents who remain on a team for a number of years often end up being classified as RED Specialists. Specialists are only called into deal with particular tasks in which they excel. This allows senior RED agents a form of semi-retirement. Though RED teams are supposed to be for missions outside of Nexus, occasionally their specialized skills are needed for missions within the sprawling city. Such missions are generally assigned because the chosen RED agents have a connection to a mission critical location, person, or thing. One of the most common uses of RED teams inside Nexus is for search and neutralize (not necessarily destroy) missions when something comes into Nexus that could be extremely dangerous, such as a virus carrier. -Centrum Group: One of the two major power groups in Nexus. The reality that Centrum originates from is actually very similar to Homeline's own, even having the dominant species of human sharing physiologies. However, where the United Nations of Homeline found peace, Centrum's reality fell into nuclear war. In the aftermath the only technology and expertise to survive was a group of scientists and engineers from the Centrum Group. They rebuilt the Earth under their leadership as a technocracy ruled by a council of thirteen scientists. The council members are supposedly chosen due to their intellect, however it is likely that political dealings have influenced chosen council members. This is also questioned as reproduction is handled through a combination of controlled breeding, cloning, and gene-engineering. The ruling council wants to unite all realities under the logic and efficiency of Centrum. The organization makes no attempts to hide this goal. The reason that Homeline and Centrum are at odds with each other is because the former wants to spread democracy across the multiverse, while the latter believes that democracy leads to the uninformed and unintelligent masses directing the path of civilization towards destruction. Some also suspect that Centrum holds a grudge, because Homeline was in Nexus before them (though hardly the first in Nexus). Despite their differing views on how to run society, Centrum and Homeline provide much the same services to those in their sphere of influence.

-The Sentinels: The Sentinels match the function of the Homeline RED Teams, however that is where the similarity ends. When faced with the dangers of new realities Centrum used their technology to genetically engineer a strain of humanity to be able to survive almost any conditions. These men and women are grown bodies that can resist extremes of a wide variety, even being known to survive in space for up to 5 minutes. Although Sentinels are known for their extreme toughness, many forget that they often survive not because of their bodies but because of their minds. They quickly grasp the best course of action and carry it out with a dedication that many would call suicidal. The Centrum group controls these people by raising them from the moment they leave their artificial wombs to be loyal to the cause of Centrum. It has been known for Sentinels who have made families with non-Sentinels to place their children in the care of the handlers who raised them, often to the horror of their partners. -Industry Incorporated (aka The Corp): This organization provides Nexus with a wide range of products from home appliances to combat scrolls at a low price. Unlike Homeline it makes no attempt to accept barter as a form of payment. Any products purchased must be purchased with Homeline, or Centrum credit using black market credit readers. While this technically illegal practice is known to Homeline and Centrum (as it isn't particular secret), neither acts on it because of the projected collateral damage that would occur if any arrests were attempted within Dustree. -Senators: The Senators are a small community of refugees, having traveled across numerous realities in search of a final home. They claim to be fleeing from The Legion who allegedly conquered their homeworld and now chase the Senators because of their belief in democracy. They are Post-Terrestrials who are described by many as "giant bipedal blue ants." -The Legion: A police force in Nexus that will lend its support to both Homeline and Centrum when it sees fit. The members of the force are made up entirely of Post-Terrestrials. Although small in influence compared to Homeline and Centrum, it has been growing, both in numbers and influence. Senators in Nexus claim that The Legion has committed war crimes across multiple realities and are likely planning on doing the same in Nexus. -Order of the Engineered Saviour: A transhumanist religious group. The members of the group receive special cybernetic implants upon joining. The members are broken into groups of 11. 10 of the members will be new converts who have taken a vow of silence. The 11th is a pastor who speaks for the group and espouses the beliefs of the Engineered Saviour. The Engineered Saviour is some kind of logic based entity that may be spiritual and/or digital in nature. It controls and maintains the stability of its reality.

Equipment -Nerve Weapons: These primarily non-lethal energy weapons originated in Centrum, but quickly found their way to Homeline armories. The weapon releases a beam of energy that directly attacks the pain receptors and nervous system on any creature. These come in three forms: batons, pistols, and rifles. The baton requires only contact with the target to be effective though many swing it with crushing force at the same time. The difference between the pistol and rifle versions is limited to the rate of recharge. While the miniature fusion power cells that nerve weapons use last for approximately 25 years the devices that direct the energy can only transmit so much energy before they begin to overheat. This means that more powerful bursts of energy bring the weapon to automatic shut off quicker than low power bursts. Pistols are less efficient at dispersing the energy runoff and thus shut down faster. While not normally intended for such purposes, nerve rifles (but not pistols) have a lethal setting, though this heats the weapon at an unreasonable rate, allowing for only a few shots before the weapon needs to shut down temporarily. For all forms of the weapon, additional layers of clothing, whether it be a sweater or ceramic armour, will lessen the effect to varying degrees. A sweater will barely make a difference, while ceramics might dampen the pain to just an itch. -Gate Instigators: Instigators are used to cause a gate that is just under the surface of reality to open and become accessible. While the earliest models simply caused gates to open, these unstable gates often collapsed because they did not have the energy to self sustain. Later versions of the device added two additional functions. The first was giving the device the ability to provide the newly formed gate with energy. This allows both instigated and naturally forming gates to remain open longer, though not indefinitely. The second function was the ability to manipulate the size and shape of the gate. This is useful because not all gates are originally large enough to allow the average sentient to pass through it, not to mention the transportation devices that many traders and travelers use. The devices were designed by an independent scientist in Nexus, who was quickly recruited by Homeline upon proving that his designs were feasible. However, shortly after that, the designs some how fell into Centrum hands, and they were the ones to add the ability to keep gates open longer. Gate Instigators are not common outside of Homeline or Centrum interworld personnel. This is in part because of manufacturing costs, but also because an instigator is useless without a forecast of where a gate will appear, or where one is under the surface. The most advanced instigators are the size of a backpack and run on more powerful versions of the power cells used in nerve weapons. They are not particularly delicate, but cannot take a serious beating. -Gate Shields: Once it was understood how to open gates, Homeline quickly turned their research towards closing them and keeping them closed. However, this line of technology was not successful until a few years ago when an A-rated Civilization reality traded Homeline some alloys which were previously unavailable. The technology is still fairly new, and somewhat cumbersome, which limits its use to keeping closed the most dangerous gates that could open, closing gates as an emergency, and keeping dangerous realities "locked up." Unfortunately this technically is not the most reliable, and even in ideal conditions it has been shown that gate shields will slowly weaken if the gate's opening was not a one time occurrence.

Traveling in the Multiverse -Physics and Realities: Objects (including living things) keep a weakened field of their reality's physics around them. This allows for forces that do not exist in a reality to be enacted by a denizen from outside of it. An example of this is magic. The weakened reality field allows spells to work outside of realities where magic is native to it, but also greatly amplifies them where magic is stronger than the object's/person's original reality. Same thing applies to other elements of physics, such as friction, potential energy capacity, and electromagnetism. -Multiverse Travel Professions: When traveling through the multiverse it is safest to travel in a group because no one can know everything, nor have every skill. There are a number of roles that most groups like to try to fill as best as possible. While there can be one person per role, it is just as effective (and sometimes better) if everyone has one main focus, and then part of a secondary role so that the group's eggs are not all in one basket. Some of the most common roles are: Brain, Combatant, Diplomat, Driver, Forecaster, Hunter, Medic, and Techie. -Brain: The Brain has a wide variety of skills that may not always come in handy, but when they do they are often invaluable. Some of these skills include social customs, theoretical physics, and knowledge of locations. If a group comes from a wide enough background it is almost certain that collectively they will have enough "Brain" to not require a mercenary to fill the role.

-Combatant: The multiverse offers a wide range of dangers to those who aren't careful. The Combatant provides protection to the rest of the group by putting themselves between threats and the rest of the group. It is usually the Brain who handles environmental threats while the Combatant handles active threats, whether that's with a sword, a rifle, or a spell.

-Diplomat: Occasionally a traveling group will encounter the sentient residents of a reality. It is generally much safer to deal with such encounters peacefully, than with violence as the natives are likely to outnumber the travelers by a wide margin. This is where the Diplomat comes in. The Diplomat negotiates, lies, and pleads with those who can understand him or her to accomplish the goals of the group.

-Driver: When danger presents itself to a traveling group, sometimes the danger is overwhelming and a hasty departure is in order. Drivers know how to use a variety of transportation methods that could be found across the multiverse. While some specialize in certain forms of transportation, having a wide variety of skills is often more useful because an automobile will not always be physically possible in a reality. Like the Brain, the Driver can be left out if the group has a broad enough skill set.

-Forecaster: The most important thing to know when traveling the multiverse is how to get home, and the most important part of that is knowing when and where to find gates. Forecasters take many forms as different realities produce different methods of reaching into the "never was" and the "might happen." Some use drugs to provide them with visions, while others plot gate appearances using complex mathematical calculations based on the flapping of a butterfly's wings. Ultimately the method of forecasting doesn't matter, only the accuracy of the results. Forecasters are often left out of traveling groups from Nexus if they can find a reliable source to purchase forecasts from.

-Hunter: Everyone travels the multiverse seeking something. Hunters excel at finding what others or they are looking for. This often makes them detectives, but occasionally also makes them criminals when they need to gather information that is restricted. Because of this, many Hunters also have skills in stealth, and to deal with security barriers.

-Medic: Despite the best laid plans, sometimes everything falls apart. When people are bleeding, poisoned, or full of disease someone with medical knowledge and the skills to tend to the wounded is what's needed. Both knowledge and skills are necessary because a poorly diagnosed ailment can get worse if treated with the wrong "cure all." Any group worth their salt will not have skimped on a good Medic.

-Techie: The Techie is the applied version of the knowledge that the Brain carries. While the Brain may be able to identify the problem that a traveling group faces, it is often the Techie that uses the Brain's knowledge to come up with a solution. Despite the name of the role, not all Techies use technological solutions, many apply their knowledge of how the world works through magic or natural abilities.

Gate Rating System

The one thing that Centrum and Homeline have agreed upon is a universal rating system for cataloging realities (though they do not share their catalogs). This was done to allow the public to better use their forecasts in conjunction. Each reality has 4 categories upon which it is rated from A (Highest) to D (Lowest): Environmental Danger, Active Danger, Resources, and Civilization Level. Sometimes forecasters can make more accurate predictions giving the rating a + or – modifier.

-Environmental Danger Level represents how habitable a reality is compared to the shared biologies of Homeline and Centrum citizens. A-rated means that the reality is uninhabitable without some kind of protection such as an exosuit. Common causes for such ratings are omnipresent radiation, incompatible (or absent) atmosphere, or far too high gravity. B-rated means that the environment is survivable without an exosuit, but any who go there will require a combination quarantine and recovery period due to possibilities of disease, spiritual corruption, or a number of things that could pose a danger if not addressed. C-rated means that the environment is almost completely safe, and that while minor dangers such as sun burn are not irregular, major threats such as solar incineration are unlikely. D-rated environments have so few minor dangers as to be almost completely safe, however such realities are almost exclusively created by quirky physics combinations that are incredibly rare.

-Active Danger Level represents how dangerous the native lifeforms of a reality are. A-rated means that the life forms on the world are incredibly dangerous not only to people unfamiliar with the reality but also to those who have lived their whole lives there. A-rated realities also have the nasty tendency where their lifeforms are aggressively hostile and will travel through open gates and cause destruction on the other side. For that reason predicted A-rated realities are quarantined as soon as detected. B-rated realities have life forms that are often dangerous but can be avoided or easily neutralized. C-rated realities have occasional threats, but they are not common. Most realities with a stable civilization fall into this category as the wilderness is largely tamed (or easily avoided) and the major thread comes from the civilization itself. D-rated realities have no active threats or the ones that are present are minor. While this may seem ideal, many realities with D-rated Active Danger Levels have little active danger because the A-rated Environmental Danger has wiped them out.

-Resource Level represents the presence of materials that are deemed valuable by Nexus' economy. This makes it the least stable rating as the economy's demands change, and also the most commonly improperly rated category because many forecasters are not economically minded. Materials deemed valuable can be raw matter such as iron ore, harvestable materials such as vegetables, or items manufactured by the realities denizens. A-rated realities have the most available resources, while D-rated are almost devoid of useable materials. A-rated and D-rated Resource Levels are the most stable, as either is unlikely to change with the whims of the economy. B-rated and C-rated realities generally have roughly the same amount of useable resources and the rating fluctuates based on economic demands.

-Civilization Level represents the level of active civilization present in the reality. A-rated realities are either incredibly close to or past the technological singularity. This makes these civilizations unstable as the residents within them can no longer accurately predict what their world will be like in the near future. Another problem is that they offer incredibly advanced technology that could be both directly dangerous (such as a bomb) and indirectly dangerous (by collapsing the economy of Nexus). A-rated realities should be avoided. B-rated realities are any realities that have moved past their equivalent of the Industrial Revolution. This includes realities with technology paths that differ in method but serve essentially the same function (such as a world with captured light elementals instead of electric lighting). C-rated civilizations are any that have developed metallurgy, but have not yet reached the Industrial Revolution. D-rated civilizations are pre-metallurgy, and thus agrarian or hunter-gatherer in nature. A note about the Civilization Level rating: A civilization that has collapsed due to various factors is not rated based on the point it was at during its peak. Thus a post-singularity reality that collapsed back into a civilization where the population survives by scavenging from the past, and cannot manufacture its own metallurgy products would be a D-rated civilization.

]]>Loan SharkSun, 06 Aug 2017 21:27:56 +0000This story is from a setting that never actually saw play. It was a swashbuckling fantasy setting with animal people that centred around a relatively technologically advanced island state trying to remain independent. It was loosely connected to my 4th City setting (which will be posted later) in that I considered them part of the same universe but I never had any plans to interconnect them.

“You don't get it, do you, Freesian?” I growled through my teeth. “I'm not here to for your coin.”

The pudgy merchant scuttled backward on his bottom, getting as far away from me as he could. Blood ran down his chin from raw places where teeth used to be. I always found that the best way to inspire fear was with the unexpected. Few people expected someone to knock and then break down the door. Though this particular man wasn't the brightest as seen by his reasoning for bribing me.

“B-b-but think of all the fish you can buy with that money!”

My image was constantly both a boon to my work, and the bane of my social life.

“B-b-b-but if you can't pay your debts, how can you afford to bribe me?” is my mocking reply.

Shock crosses his fat face for a fleeting second as he realizes the truth of my statement. How did such a fool ever achieve any wealth at all? I'm certainly allowed to toy with my prey, my boss likes when his legend gains a new layer of terror.

He's got his back in a corner, pressed between the wall and a heavy cabinet that should have been filled with fine cutlery and plates. I reach towards him and he raises his hands in front of him, shutting his eyes. Gripping the cabinet I lower myself to the floor and lean against the wall beside him.

“How did you come into the possession of enough money to afford such a fine house?”

He blinks his eyes open, and lowers his arms. His mouth opens and closes without speech.

“Clearly you're not the brightest fellow, I think you see that as well. So how did you have enough money to convince my boss that he should lend you more?”

“My f-father, I inherited the wealth.”

“Ah.”

I let that sit in the air for a while. Just the sounds of our breathing, and the street noises from outside. Every so often a curious passer by notices the smashed door and peeks in. When they spot me sitting next to their bloodied neighbour they move on. In this town I'm a well known face, and they know to leave my business alone.

The silent treatment gets to him and he starts sobbing into his hands. I can't stand the crying, worst part of my job. I guess it's time to get this over with. I stand up, and pick up my axe from the table where I had left it. The solid handle and hefty head a reminder of why I'm here.

“I guess your children won't have anything to inherit from you then.” I say as I raise the axe to my shoulder.

At the mention of children he glances towards the cabinet beside him. Oh for the love of the ocean. I lower the axe and put it back on the table. I bend over and bring my face right up in front of his.

“You may have no money to give them, but with your last words, you can tell them what you have learned from this ordeal.”

I open the cabinet and see a boy and a girl. The former about 5 years, and the latter about 8. She has her hand wrapped around her brother's mouth as he weeps silently. She is stony faced. Tears stream from her eyes but she meets my gaze and doesn't look away.

I smile at her bravery, and their father begins to lose his composure when he sees my teeth. He begins whispering “no” to himself over and over again. I reach in and pick them both up in my strong arms despite their wriggling. I separate the children and put each under a different arm. The boy begins wailing as soon as his sister is out of his grasp. Ugh, more crying. Like father like son, I suppose.

“Listen to me children. Your father has done something very wrong. He borrowed a lot of money and didn't give it back. And what is it called when you take something, but refuse to give it back?”

The three humans simply stare at me. I shoot a pointed look at the father and he seems to figure out the right answer far too late in his life.

“It's c-called stealing.”

I smile my friendliest, toothiest smile as I say “Absolutely, and stealing is a crime.”

I seem to have gone a little overboard with the smile, as the father begins sobbing again. The smile leaves my face as I decide to cut the morality lesson short. I lower the children to the floor.

“Say good bye to your father, children. Then go wait outside, and do not look.”

They run over to their father and hold him as tightly as their little arms can. The three of them whisper messages of love to each other between the sobs of the males. After a while I grow tired of waiting and approach them.

I learn that the cabinet was not completely devoid of cutlery when the girls slashes my left radial fin as I reach for her. Most would pull back from such a strike, but my instincts carry me forward. My arm darts out, grabbing both her wrists in one hand. I lift her off the ground even as she tries ineffectually to stab my hand with her bloody steak knife.

Lifting her up to my face, I stare into her eyes, and she stares right back. Then she lunges for my nose with her teeth. I'm much faster though and she stops short when she realizes that her face is half way in my mouth. She finally cracks, and I hear a soft gasp escape her. The merchant, thinking I've bitten her face off, begins wailing. I gently pluck the knife from her hand, then lower her to the floor.

“You should've been a shark, girl. A human body doesn't deserve your spirit.” I tell her kindly. “If you were older I would welcome adding your strength to my own, but I do not eat children.”

The father manages to get even paler when he hears that.

I narrow my eyes at him in contempt and say “I don't eat flabby merchants either.”

“I would recommend that you take your brother and go to the scholars' castle. They take in orphans there, and if you work hard you might get an education. At the least you'll be fed, for which you should be grateful. Go now.”

The boy doesn't move, but the girl has the sense to drag him towards the door. I smile as I follow them to the doorway. She'll do well, and so will the boy if he's more like her than their father.

I close the remains of the door, and upend the table against it. This will keep curious eyes away. They know what is happening here, they don't need to watch this man's shame.

Once again I lift the axe to my shoulder. The worn wood of the handle feels almost comforting on my bare blue-gray shoulder. A sign of how narrow my world truly is.

“There's two ways we can do this: clean or messy.” I tell the quivering pile of meat. “Clean is when you present your head, and I take it off with one swing. Very little pain. Messy is when you try to run or fight, and I chop into you one piece at a time. As someone who has been cut deeply, let me tell you that it is not a pleasant feeling. So which will it be?”

He makes the smart decision. He gets on his hands and knees and stares hard at the floor. Mucus, tears, and spittle drip to the floor. I don't make him wait. A single swing of the heavy axe and his head rolls across the wooden floor.

In my head I'm rather amused by the townsfolk. They glance at me and my bloody package as we pass each other in the street. Once I'm beyond them I can feel them staring at me. I see them whispering to each other. “There he goes with poor Thomas' head.”

None try to stop me, nor arrest me. The peasants fear me too much, the soldiers don't care about a nobody like the merchant, and the magistrates only care if I might disrupt the scholars' work. My boss' business booms on this island of intellectuals.

I turn the corner and walk smack into the middle of a tense stand off between two groups of soldiers. Five blue and black clad Freesians stand tensely to me left, while six red and gray Espans face them with white knuckle grips on their rifles. No one is actually aiming at each other, but the officers in charge of the two groups are shouting at each other, with their hands on their sabres. They're so engrossed in each other they manage to not notice the hulking sharkman carrying the bloody bag who just about bumped into them.

Taking a step back, I spot Lucas, a Freesian drinking buddy of mine, and shoot him a questioning look. He puts on an exaggerated look of worry, then shrugs. I suppose this isn't the best moment for him to elaborate.

He spots my parcel, and raises an eyebrow. I shrug right back at him. I'll have to find him later, assuming the officers don't get him killed.

“Monster!” cries the Espan officer, who is also staring at my parcel. Uh oh.

“You're new here.” I reply. “And I'm guessing so are you.”

The Freesian officer says nothing, but looks tensely at me. The military community on this island is pretty small, and the one in the city is even smaller. The fact that I don't recognize either officer is almost a guarantee of their greenness.

I hold out my empty hand and take a step towards the Espan officer. “We got off poorly. My name is -”

Both officers draw their blades smoothly, making me jump back in surprise. These guys might be new to the island, but neither one of them is green. If I'm not careful I'll lose a body part here.

“Ok. You obviously aren't interested in liking me. That's fine, but you have to understand your position on this island.”

“Our purpose here is clear, finhead.” Spews the Espan. Clearly the more talkative of the two. “We're here to keep this island safe.”

“I'll ignore the slur for the moment. You are correct, in a sense. You are here to keep the island safe, but only from outside dangers. Namely Frees, Espa, and pirates. I'm not any of those things, so I'm none of your business.”

“The blood dripping from your sac would say otherwise.”

“No, that says I'm the business of the magistrates, but they won't care unless I'm disrupting the business of the scholars.”

“Then the magistrates are poor protectors, creature.” The Espan takes a step towards me, while I take a step back. This is going poorly.

“I would take issue with that remark.” comes a voice from behind the officers. The man in the brown uniform is holding a long gun with 6 barrels. Magistrate Jonas, like all magistrates, has one of the scholars' famous caseguns. A weapon that can fire 6 shots before needing to be reloaded. I'm really hoping it isn't loaded with scatter rounds, because if it is, I need to find cover.

“I don't give a shit what you take issue with. This finhead should be turned into chum!” shouts the Espan.

“The man in that sack was buried in debt and could not pay. He knew who he was borrowing money from, and the man you're threatening hasn't broken any law in his repossession of losses.” Magistrate Jonas shifted his grip on his weapon. Not pointing it at the officer, but keeping it ready in case it is needed.

With most of the attention on Jonas, I want to leave. Unfortunately the Freesian officer is still watching me and my morals say that I don't want to leave Jonas twisting in the wind after he came to my aid.

“Fine. It is not our place.” Finally the Freesian officer speaks as he sheathes his sword. “I would recommend you return to your post Espan. We can have our words later.”

The officers then signal for their soldiers to follow them. They turn and head in opposite directions, presumably back to their posts on opposite sides of the island. The Espan gives me a hateful look as he departs, while the Freesian is cold faced.

]]>This story is from a setting that never actually saw play. It was a swashbuckling fantasy setting with animal people that centred around a relatively technologically advanced island state trying to remain independent. It was loosely connected to my 4th City setting (which will be posted later) in that I considered them part of the same universe but I never had any plans to interconnect them.

“You don't get it, do you, Freesian?” I growled through my teeth. “I'm not here to for your coin.”

The pudgy merchant scuttled backward on his bottom, getting as far away from me as he could. Blood ran down his chin from raw places where teeth used to be. I always found that the best way to inspire fear was with the unexpected. Few people expected someone to knock and then break down the door. Though this particular man wasn't the brightest as seen by his reasoning for bribing me.

“B-b-but think of all the fish you can buy with that money!”

My image was constantly both a boon to my work, and the bane of my social life.

“B-b-b-but if you can't pay your debts, how can you afford to bribe me?” is my mocking reply.

Shock crosses his fat face for a fleeting second as he realizes the truth of my statement. How did such a fool ever achieve any wealth at all? I'm certainly allowed to toy with my prey, my boss likes when his legend gains a new layer of terror.

He's got his back in a corner, pressed between the wall and a heavy cabinet that should have been filled with fine cutlery and plates. I reach towards him and he raises his hands in front of him, shutting his eyes. Gripping the cabinet I lower myself to the floor and lean against the wall beside him.

“How did you come into the possession of enough money to afford such a fine house?”

He blinks his eyes open, and lowers his arms. His mouth opens and closes without speech.

“Clearly you're not the brightest fellow, I think you see that as well. So how did you have enough money to convince my boss that he should lend you more?”

“My f-father, I inherited the wealth.”

“Ah.”

I let that sit in the air for a while. Just the sounds of our breathing, and the street noises from outside. Every so often a curious passer by notices the smashed door and peeks in. When they spot me sitting next to their bloodied neighbour they move on. In this town I'm a well known face, and they know to leave my business alone.

The silent treatment gets to him and he starts sobbing into his hands. I can't stand the crying, worst part of my job. I guess it's time to get this over with. I stand up, and pick up my axe from the table where I had left it. The solid handle and hefty head a reminder of why I'm here.

“I guess your children won't have anything to inherit from you then.” I say as I raise the axe to my shoulder.

At the mention of children he glances towards the cabinet beside him. Oh for the love of the ocean. I lower the axe and put it back on the table. I bend over and bring my face right up in front of his.

“You may have no money to give them, but with your last words, you can tell them what you have learned from this ordeal.”

I open the cabinet and see a boy and a girl. The former about 5 years, and the latter about 8. She has her hand wrapped around her brother's mouth as he weeps silently. She is stony faced. Tears stream from her eyes but she meets my gaze and doesn't look away.

I smile at her bravery, and their father begins to lose his composure when he sees my teeth. He begins whispering “no” to himself over and over again. I reach in and pick them both up in my strong arms despite their wriggling. I separate the children and put each under a different arm. The boy begins wailing as soon as his sister is out of his grasp. Ugh, more crying. Like father like son, I suppose.

“Listen to me children. Your father has done something very wrong. He borrowed a lot of money and didn't give it back. And what is it called when you take something, but refuse to give it back?”

The three humans simply stare at me. I shoot a pointed look at the father and he seems to figure out the right answer far too late in his life.

“It's c-called stealing.”

I smile my friendliest, toothiest smile as I say “Absolutely, and stealing is a crime.”

I seem to have gone a little overboard with the smile, as the father begins sobbing again. The smile leaves my face as I decide to cut the morality lesson short. I lower the children to the floor.

“Say good bye to your father, children. Then go wait outside, and do not look.”

They run over to their father and hold him as tightly as their little arms can. The three of them whisper messages of love to each other between the sobs of the males. After a while I grow tired of waiting and approach them.

I learn that the cabinet was not completely devoid of cutlery when the girls slashes my left radial fin as I reach for her. Most would pull back from such a strike, but my instincts carry me forward. My arm darts out, grabbing both her wrists in one hand. I lift her off the ground even as she tries ineffectually to stab my hand with her bloody steak knife.

Lifting her up to my face, I stare into her eyes, and she stares right back. Then she lunges for my nose with her teeth. I'm much faster though and she stops short when she realizes that her face is half way in my mouth. She finally cracks, and I hear a soft gasp escape her. The merchant, thinking I've bitten her face off, begins wailing. I gently pluck the knife from her hand, then lower her to the floor.

“You should've been a shark, girl. A human body doesn't deserve your spirit.” I tell her kindly. “If you were older I would welcome adding your strength to my own, but I do not eat children.”

The father manages to get even paler when he hears that.

I narrow my eyes at him in contempt and say “I don't eat flabby merchants either.”

“I would recommend that you take your brother and go to the scholars' castle. They take in orphans there, and if you work hard you might get an education. At the least you'll be fed, for which you should be grateful. Go now.”

The boy doesn't move, but the girl has the sense to drag him towards the door. I smile as I follow them to the doorway. She'll do well, and so will the boy if he's more like her than their father.

I close the remains of the door, and upend the table against it. This will keep curious eyes away. They know what is happening here, they don't need to watch this man's shame.

Once again I lift the axe to my shoulder. The worn wood of the handle feels almost comforting on my bare blue-gray shoulder. A sign of how narrow my world truly is.

“There's two ways we can do this: clean or messy.” I tell the quivering pile of meat. “Clean is when you present your head, and I take it off with one swing. Very little pain. Messy is when you try to run or fight, and I chop into you one piece at a time. As someone who has been cut deeply, let me tell you that it is not a pleasant feeling. So which will it be?”

He makes the smart decision. He gets on his hands and knees and stares hard at the floor. Mucus, tears, and spittle drip to the floor. I don't make him wait. A single swing of the heavy axe and his head rolls across the wooden floor.

In my head I'm rather amused by the townsfolk. They glance at me and my bloody package as we pass each other in the street. Once I'm beyond them I can feel them staring at me. I see them whispering to each other. “There he goes with poor Thomas' head.”

None try to stop me, nor arrest me. The peasants fear me too much, the soldiers don't care about a nobody like the merchant, and the magistrates only care if I might disrupt the scholars' work. My boss' business booms on this island of intellectuals.

I turn the corner and walk smack into the middle of a tense stand off between two groups of soldiers. Five blue and black clad Freesians stand tensely to me left, while six red and gray Espans face them with white knuckle grips on their rifles. No one is actually aiming at each other, but the officers in charge of the two groups are shouting at each other, with their hands on their sabres. They're so engrossed in each other they manage to not notice the hulking sharkman carrying the bloody bag who just about bumped into them.

Taking a step back, I spot Lucas, a Freesian drinking buddy of mine, and shoot him a questioning look. He puts on an exaggerated look of worry, then shrugs. I suppose this isn't the best moment for him to elaborate.

He spots my parcel, and raises an eyebrow. I shrug right back at him. I'll have to find him later, assuming the officers don't get him killed.

“Monster!” cries the Espan officer, who is also staring at my parcel. Uh oh.

“You're new here.” I reply. “And I'm guessing so are you.”

The Freesian officer says nothing, but looks tensely at me. The military community on this island is pretty small, and the one in the city is even smaller. The fact that I don't recognize either officer is almost a guarantee of their greenness.

I hold out my empty hand and take a step towards the Espan officer. “We got off poorly. My name is -”

Both officers draw their blades smoothly, making me jump back in surprise. These guys might be new to the island, but neither one of them is green. If I'm not careful I'll lose a body part here.

“Ok. You obviously aren't interested in liking me. That's fine, but you have to understand your position on this island.”

“Our purpose here is clear, finhead.” Spews the Espan. Clearly the more talkative of the two. “We're here to keep this island safe.”

“I'll ignore the slur for the moment. You are correct, in a sense. You are here to keep the island safe, but only from outside dangers. Namely Frees, Espa, and pirates. I'm not any of those things, so I'm none of your business.”

“The blood dripping from your sac would say otherwise.”

“No, that says I'm the business of the magistrates, but they won't care unless I'm disrupting the business of the scholars.”

“Then the magistrates are poor protectors, creature.” The Espan takes a step towards me, while I take a step back. This is going poorly.

“I would take issue with that remark.” comes a voice from behind the officers. The man in the brown uniform is holding a long gun with 6 barrels. Magistrate Jonas, like all magistrates, has one of the scholars' famous caseguns. A weapon that can fire 6 shots before needing to be reloaded. I'm really hoping it isn't loaded with scatter rounds, because if it is, I need to find cover.

“I don't give a shit what you take issue with. This finhead should be turned into chum!” shouts the Espan.

“The man in that sack was buried in debt and could not pay. He knew who he was borrowing money from, and the man you're threatening hasn't broken any law in his repossession of losses.” Magistrate Jonas shifted his grip on his weapon. Not pointing it at the officer, but keeping it ready in case it is needed.

With most of the attention on Jonas, I want to leave. Unfortunately the Freesian officer is still watching me and my morals say that I don't want to leave Jonas twisting in the wind after he came to my aid.

“Fine. It is not our place.” Finally the Freesian officer speaks as he sheathes his sword. “I would recommend you return to your post Espan. We can have our words later.”

The officers then signal for their soldiers to follow them. They turn and head in opposite directions, presumably back to their posts on opposite sides of the island. The Espan gives me a hateful look as he departs, while the Freesian is cold faced.

]]>The Will Of OneSat, 05 Aug 2017 19:38:43 +0000In Fantasy Craft there's a mechanic called "Cheat Death" where if a character dies their player can describe how they survived their apparent demise. Everyone else in the game then rates the story from 1 (weak) to 4 (strong) and the mean of the votes determines how badly the character comes away from the close call.

The scene that precedes this story was the first time that Cheat Death came up and it was because there was a TPK. The party were in a bind having been captured so they cut a deal that got 3 of them out (Henri, Da'at, and Theoren) to do some guard work which get the others freed. It didn't go as planned with a peasant torturing royal, a shadow demon, and a burning manor. All three heroes perished. Henri and Da'at Cheated Death, while Theoren's player thought it would be more interesting to play Theoren's lieutenant/adopted son.

Warm. He was warm. And peaceful. But there was something nagging at him. Something he’d forgotten. Something important, things that still needed to be done. There was pain though, and it distracted him every time he reached for that missing task. He struggled to open his eyes, they felt caked shut. With mud or something thicker. He pushed and pulled, and when he opened them his world went from darkness to one of pure light. Except for the man and the woman. He was balding into a widow’s peak, had a nose that seemed to have been broken many a time, but there was a compassionate light in his eye that a fighting man lacked. She was very much his opposite. Long blonde hair, sharp crystalline features, and cold blue eyes that probed into who he was. He didn’t know who the man was until he recognized the woman which didn’t take long at all. “Aaat…ruh…” he trailed off his throat burning with that small effort. With that weak sound the woman smiled slightly. He turned his eyes to the man and felt his mouth move but he couldn’t squeeze any sounds out. The smiling man nodded and said “yes, be at ease.” If they were here, why was he still in pain? “You know,” said the woman sternly. And he did, the task which he’d forgotten. The woman was suddenly a Katese man with an empty look on his face. Daitora. He needed to be judged. That wasn’t all though, and Daitora seemed more an afterthought. “There are more important things in this world.” said the balding man, not to him, but to the woman. After those words, he felt a tap on his shoulder. A touch warmer than what encompassed him. With great effort he turned painfully towards that touch. When his vision stopped swimming from the pain there was a man in front of him. He had long blonde hair, sharp features, though softer than the woman’s, and blue eyes like a beautiful spring sky. There was a small mischievous quirk to his mouth that was definitely a smile. The breath was warm against his face. He was… beautiful. “K-k-kay-” he struggled to get the name past his throat which felt thick with something. Hands reached out towards him and he could feel their heat near him. The hands grabbed him by the hair at his temples and pulled their foreheads together. The touch burned him, but he felt love in the contact despite that. “Find me,” said the blonde man, his breath agonizingly hot. Those two words were filled with so much emotion. Henri closed his eyes to hide the tears. Fear, trust, hope, love. He’d find him. Nothing would stop him, not slavers, not maniacs, not his own body. He struggled to open his eyes again to make that promise, but a roaring sound like rushing rapids cascaded against his ears. When his eyes opened, he let out a scream of pain as flames licked at his face. He could feel that same agony across his legs and arms. He tried to move his muscles and his body screamed in protest. “I’ll find him.” That single thought flooded through his mind. He wielded those three words like the shield he was trained to use. He blocked and battered the pain in his body (I’ll find him) as he moved his legs under him. Shakily (I’ll find him) steadily he rose to his feet. The pain in his shoulder where the katana had embedded itself stopped him (I’ll find him) slowed him from wiping the dried blood from his eyes. He looked around and saw a room aflame, bodies everywhere. The heat was oppressive forcing him (I’ll find him) making him want to flee to the door to the sand garden. He had to find his friends. Gritting his teeth he walked around a blackened and bent body in the flames. Theoren he knew. That man had endured a hard life, Henri could see it in his movements, and hadn’t deserved to die like this. Where was Da’at? Coughing told him he wasn’t alone. Told him he wasn’t too late to save someone, anyone. He shielded his burnt face against the smoke as he moved towards the sound. On the other side of an inferno that used to be the grand dining table was Lady Atsuko, her body wracked with harsh coughs. Under her was Da’at, unmoving, covered in blood. Stepping over Lady Tsurii’s corpse, Henri grabbed Atsuko by her arm. Fire licking at his side, he hauled her to her feet and then onto his back. “HOLD ON!” he yelled over the flames, unsure whether her mind would understand any language other than her own in such circumstances. Unsure if he yelled in Homlish or Terrien. But she wrapped her arms around his neck, pain racing through his wounded shoulder as her weight fell on him. Now for Da’at. He wrapped his arms under hers and was glad that she was almost a foot smaller than him. He felt his burned skin crack and tear as he tried to lift her. With Atsuko’s weight on him he couldn’t (I’ll find him) he couldn’t lift her. He tried again knowing that he’d find him, but it was no use. He had no strength left for this. “We’ll find him.” Da’at’s voice in his mind. He pulled. He refused to die here. He refused to let his closest friend die here. “We’ll find him.” He told Da’at this over and over again as he dragged her from the burning manor into the cool air outside. “We’ll find him.”

]]>In Fantasy Craft there's a mechanic called "Cheat Death" where if a character dies their player can describe how they survived their apparent demise. Everyone else in the game then rates the story from 1 (weak) to 4 (strong) and the mean of the votes determines how badly the character comes away from the close call.

The scene that precedes this story was the first time that Cheat Death came up and it was because there was a TPK. The party were in a bind having been captured so they cut a deal that got 3 of them out (Henri, Da'at, and Theoren) to do some guard work which get the others freed. It didn't go as planned with a peasant torturing royal, a shadow demon, and a burning manor. All three heroes perished. Henri and Da'at Cheated Death, while Theoren's player thought it would be more interesting to play Theoren's lieutenant/adopted son.

Warm. He was warm. And peaceful. But there was something nagging at him. Something he’d forgotten. Something important, things that still needed to be done. There was pain though, and it distracted him every time he reached for that missing task. He struggled to open his eyes, they felt caked shut. With mud or something thicker. He pushed and pulled, and when he opened them his world went from darkness to one of pure light. Except for the man and the woman. He was balding into a widow’s peak, had a nose that seemed to have been broken many a time, but there was a compassionate light in his eye that a fighting man lacked. She was very much his opposite. Long blonde hair, sharp crystalline features, and cold blue eyes that probed into who he was. He didn’t know who the man was until he recognized the woman which didn’t take long at all. “Aaat…ruh…” he trailed off his throat burning with that small effort. With that weak sound the woman smiled slightly. He turned his eyes to the man and felt his mouth move but he couldn’t squeeze any sounds out. The smiling man nodded and said “yes, be at ease.” If they were here, why was he still in pain? “You know,” said the woman sternly. And he did, the task which he’d forgotten. The woman was suddenly a Katese man with an empty look on his face. Daitora. He needed to be judged. That wasn’t all though, and Daitora seemed more an afterthought. “There are more important things in this world.” said the balding man, not to him, but to the woman. After those words, he felt a tap on his shoulder. A touch warmer than what encompassed him. With great effort he turned painfully towards that touch. When his vision stopped swimming from the pain there was a man in front of him. He had long blonde hair, sharp features, though softer than the woman’s, and blue eyes like a beautiful spring sky. There was a small mischievous quirk to his mouth that was definitely a smile. The breath was warm against his face. He was… beautiful. “K-k-kay-” he struggled to get the name past his throat which felt thick with something. Hands reached out towards him and he could feel their heat near him. The hands grabbed him by the hair at his temples and pulled their foreheads together. The touch burned him, but he felt love in the contact despite that. “Find me,” said the blonde man, his breath agonizingly hot. Those two words were filled with so much emotion. Henri closed his eyes to hide the tears. Fear, trust, hope, love. He’d find him. Nothing would stop him, not slavers, not maniacs, not his own body. He struggled to open his eyes again to make that promise, but a roaring sound like rushing rapids cascaded against his ears. When his eyes opened, he let out a scream of pain as flames licked at his face. He could feel that same agony across his legs and arms. He tried to move his muscles and his body screamed in protest. “I’ll find him.” That single thought flooded through his mind. He wielded those three words like the shield he was trained to use. He blocked and battered the pain in his body (I’ll find him) as he moved his legs under him. Shakily (I’ll find him) steadily he rose to his feet. The pain in his shoulder where the katana had embedded itself stopped him (I’ll find him) slowed him from wiping the dried blood from his eyes. He looked around and saw a room aflame, bodies everywhere. The heat was oppressive forcing him (I’ll find him) making him want to flee to the door to the sand garden. He had to find his friends. Gritting his teeth he walked around a blackened and bent body in the flames. Theoren he knew. That man had endured a hard life, Henri could see it in his movements, and hadn’t deserved to die like this. Where was Da’at? Coughing told him he wasn’t alone. Told him he wasn’t too late to save someone, anyone. He shielded his burnt face against the smoke as he moved towards the sound. On the other side of an inferno that used to be the grand dining table was Lady Atsuko, her body wracked with harsh coughs. Under her was Da’at, unmoving, covered in blood. Stepping over Lady Tsurii’s corpse, Henri grabbed Atsuko by her arm. Fire licking at his side, he hauled her to her feet and then onto his back. “HOLD ON!” he yelled over the flames, unsure whether her mind would understand any language other than her own in such circumstances. Unsure if he yelled in Homlish or Terrien. But she wrapped her arms around his neck, pain racing through his wounded shoulder as her weight fell on him. Now for Da’at. He wrapped his arms under hers and was glad that she was almost a foot smaller than him. He felt his burned skin crack and tear as he tried to lift her. With Atsuko’s weight on him he couldn’t (I’ll find him) he couldn’t lift her. He tried again knowing that he’d find him, but it was no use. He had no strength left for this. “We’ll find him.” Da’at’s voice in his mind. He pulled. He refused to die here. He refused to let his closest friend die here. “We’ll find him.” He told Da’at this over and over again as he dragged her from the burning manor into the cool air outside. “We’ll find him.”

]]>Henri and Caelwich in CrosstonThu, 03 Aug 2017 21:36:43 +0000

The following story takes place in The Fallen Times setting after the first story arc of that campaign. It focuses on Henri and Caelwich two NPCs that were central to the campaign's plot. Caelwich was a runaway prince and Henri was his best friend and bodyguard. The first half of the campaign revolved around helping Henri find and rescue Caelwich after both of them were captured and sold into slavery shortly after when this story occurs. The party, with Henri, traveled from Crosston to Homlan to Badikhayat then Katei, before finally finding Caelwich in Gurthesteltol. THEN they had to get the wayward prince back to his home in Terre Des Sept.

With this story I wanted to show some of Henri's hidden and confusing feelings for Caelwich. He was somewhere between demi-sexual and asexual but he was still in love with his nymphomaniac, pansexual best friend (not that he could realize it). His overly serious nature and unwillingness to address his own emotions made him fun to play, especially against Christine's hyperactive and highly emotive acrobat.

I hope you enjoy the first of the two stories I wrote set in The Fallen Times.

“Shouldn’t we be getting away from this crazed city?” asked Henri.

“Crazed? This city is amazing! So much to see, to hear, to do!” exclaimed Caelwich as they walked through Crosston’s market. “Indeed,” Henri said sourly, thinking of Caelwich’s last point. They’d been in the city two days and already they’d been mugged AND kidnapped. He was pretty sure he could’ve handled the muggers by himself, though allowing himself and Caelwich to get kidnapped by those cultists stung a great deal. Part of him wanted to blame the fact that Caelwich had been so eager to be seduced by that scum Razon, but a bigger part of him felt that he should have seen the treachery (or at least the crowd of people in dark blue robes) coming. Still… Caelwich had never had this much freedom in his life. It was no wonder that it was going to his head. Henri could indulge him a little. “Look, we’ll leave first thing tomorrow morning. How’s that?” Caelwich flashed that smile of his at Henri. There was such joy in him right now, despite the setbacks. Henri hadn’t seen him like this in months, maybe years. “Fine. We’ll leave tomorrow morning,” sighed Henri knowing full well that Caelwich was not a morning person. A huge grin spread across Caelwich’s face and he grabbed Henri’s head by the hair on the sides. He pulled their foreheads together, a show of camaraderie he knew made Henri uncomfortable, and looked into his brown eyes. “Oh Brother Grump,” he intoned reverently. “Thank you for this kindness… I’m buying you a whore.” “WHAT?!” Henri squeaked pulling back, ignoring the twinge of pain from Caelwich’s continued grasp on his scalp. Women made him uncomfortable. Well, social engagements of any kind made him uncomfortable. The only social skill he’d shown any promise in was the scowl. He’d only ever been able to relax around Caelwich, and only that because they’d known each other since childhood. “Look. You can’t call yourself a Follower of Love if you haven’t been with someone.” Caelwich mocked lightheartedly. “I’m not one, I Follow Justice.” “Well you’re an honorary one since those Keeper creeps kidnapped you. Besides, it’s an INJUSTICE to let those rugged good looks of yours go to waste.” Caelwich teased with a wink. “Huf- buh” stammered Henri. Caelwich loved to tease him like this. He knew how much Henri valued his opinions of beauty whether women, music, or art, and how flustered the knight would get if Caelwich turned that on his insecurities. “I’ll even pay for the lovely girl, boy, or elf if that’s your preference.” That gave Henri some solid ground to stand on. “The coin is BOTH of ours!”

“So, which one do you like?” asked Caelwich. The brothel owner looked at Henri expectantly, sure that he was going to make a good profit from these two foreigners. “Uhm…” Henri looked over all of them. None really caught his interest. The closest was a girl who had rather nice shoulder length blonde hair, but the rest of her wasn’t attractive to him. The worst part of all of this was that he didn’t even know why none looked good. “How about this one? She has rather exquisite breasts.” Caelwich said gesturing to a buxom young lady. “You really do my dear.” He flashed her his smile, and her hardened shell seemed to soften a little. Caelwich winked at Henri, knowing how charming he could be when he tried. Henri sighed and rolled his eyes. “No? Perhaps this tasty little morsel?” Caelwich suggested. He stood next to a boy who was probably a year or two younger than himself. Knowing Caelwich, Henri was certain he’d act like he was far more worldly than the “youngster.” Still, the young man stood up a little straighter when Caelwich pretended to inspect him closely. He’d already made up his mind about the boy, and Henri knew he preferred his men to look harder than this soft child. Caelwich smiled his toothy smile at the boy who smiled back. He uses that charm of his far too much on people he doesn’t even know. They can’t even tell when it’s a tool and when it’s true like Henri. “No. Not him.” Henri flatly stated. The smile vanished from the boy’s face. Caelwich whispered something into his ear causing him to quickly glance at Henri. Then the smile reappeared, though clearly under constraint. Worried he was going to lose business, the owner said “If you want I can fetch an elf I know who would be glad to tend to your needs. It would be a little pricier, but there is no human who could give you such an experience.” He raised his eyebrows suggestively. Caelwich raised a single matching eyebrow with a look of intrigue. Henri’s scowl deepened. “Look,” Henri began sharply. “I don’t even want a whore. What does it matter if none of these interest me. I can tell you clearly want one, so just pick already.” And just like that the mood in the room had soured. The smiles and hope left the faces of everyone. This was why he left beauty to Caelwich. His only skill was violence, as seen by how quickly he killed the mood. Caelwich pouted and twisted his lips to the side; a face Henri knew meant that he was truly displeased. He could feel red creeping into his face. He had to say something. “Uh…” was all he could think of. Caelwich smiled a true, quiet little smile. “Well then! Maybe I’ll just take his custom as well!” He winked at Henri letting him know he was off the hook. Behind him the eagerness returned to the working boys and girls. “For starters, let’s have you, my dear.” He said looking into the eyes of the beautiful busty brunnette. She came towards him and kissed him on the cheek. He feigned naive surprise causing Henri to roll his eyes yet again. The boy Caelwich had examined earlier perked up. If he had chosen her, then he was likely to pick him as well, right? Henri knew better, and Caelwich didn’t dissuade him of that notion instead saying “I’ll be back for more later.” He wouldn’t though, not for the boy anyway.

Covering his mouth partly, Henri let out a loud yawn. The rhythm of riding was putting him to sleep, a trick any soldier worth his salt learns. Could he afford it though with Caelwich? “Heh, and I thought I wasn’t a morning person.” Caelwich said cheerfully. He was in a good mood and felt well rested. Even waking up early for a long ride didn’t dull his mood. “Yes, well you actually got some sleep.” replied Henri tiredly. “You know you don’t have to watch over me ALL the time. If there was a place you could have rested it was that brothel.” “I’ll be fine.” Caelwich’s lips twisted to the side as he pouted. “You’re not fine. You’re about to pass out on that horse’s back. Then where will I be when my knight falls from the saddle and cracks his head. Do you REALLY want me to try and treat your fractured skull?” Henri smiled a little. “I’d probably end up with the faculties of a boy after such a thing.” Caelwich chuckled then said “You as a horny teen; horrifically or amusingly awkward? I’ll never know. Besides, with my recent luck you’d become enamoured with me like the boy in that brothel.” Henri reddened turning his face away despite Caelwich riding ahead of him. To change the subject he said “So what was it that you whispered to that kid that was so amusing?” Caelwich halted his mount. Henri slowed his own as he pulled up beside him. He wasn’t certain but he thought the blush was gone when Caelwich looked at him. The prince opened his mouth to say something but seemed to think better of it. He smiled that irritatingly charming smile of his at Henri. And he winked.

]]>The following story takes place in The Fallen Times setting after the first story arc of that campaign. It focuses on Henri and Caelwich two NPCs that were central to the campaign's plot. Caelwich was a runaway prince and Henri was his best friend and bodyguard. The first half of the campaign revolved around helping Henri find and rescue Caelwich after both of them were captured and sold into slavery shortly after when this story occurs. The party, with Henri, traveled from Crosston to Homlan to Badikhayat then Katei, before finally finding Caelwich in Gurthesteltol. THEN they had to get the wayward prince back to his home in Terre Des Sept.

With this story I wanted to show some of Henri's hidden and confusing feelings for Caelwich. He was somewhere between demi-sexual and asexual but he was still in love with his nymphomaniac, pansexual best friend (not that he could realize it). His overly serious nature and unwillingness to address his own emotions made him fun to play, especially against Christine's hyperactive and highly emotive acrobat.

I hope you enjoy the first of the two stories I wrote set in The Fallen Times.

“Shouldn’t we be getting away from this crazed city?” asked Henri.

“Crazed? This city is amazing! So much to see, to hear, to do!” exclaimed Caelwich as they walked through Crosston’s market. “Indeed,” Henri said sourly, thinking of Caelwich’s last point. They’d been in the city two days and already they’d been mugged AND kidnapped. He was pretty sure he could’ve handled the muggers by himself, though allowing himself and Caelwich to get kidnapped by those cultists stung a great deal. Part of him wanted to blame the fact that Caelwich had been so eager to be seduced by that scum Razon, but a bigger part of him felt that he should have seen the treachery (or at least the crowd of people in dark blue robes) coming. Still… Caelwich had never had this much freedom in his life. It was no wonder that it was going to his head. Henri could indulge him a little. “Look, we’ll leave first thing tomorrow morning. How’s that?” Caelwich flashed that smile of his at Henri. There was such joy in him right now, despite the setbacks. Henri hadn’t seen him like this in months, maybe years. “Fine. We’ll leave tomorrow morning,” sighed Henri knowing full well that Caelwich was not a morning person. A huge grin spread across Caelwich’s face and he grabbed Henri’s head by the hair on the sides. He pulled their foreheads together, a show of camaraderie he knew made Henri uncomfortable, and looked into his brown eyes. “Oh Brother Grump,” he intoned reverently. “Thank you for this kindness… I’m buying you a whore.” “WHAT?!” Henri squeaked pulling back, ignoring the twinge of pain from Caelwich’s continued grasp on his scalp. Women made him uncomfortable. Well, social engagements of any kind made him uncomfortable. The only social skill he’d shown any promise in was the scowl. He’d only ever been able to relax around Caelwich, and only that because they’d known each other since childhood. “Look. You can’t call yourself a Follower of Love if you haven’t been with someone.” Caelwich mocked lightheartedly. “I’m not one, I Follow Justice.” “Well you’re an honorary one since those Keeper creeps kidnapped you. Besides, it’s an INJUSTICE to let those rugged good looks of yours go to waste.” Caelwich teased with a wink. “Huf- buh” stammered Henri. Caelwich loved to tease him like this. He knew how much Henri valued his opinions of beauty whether women, music, or art, and how flustered the knight would get if Caelwich turned that on his insecurities. “I’ll even pay for the lovely girl, boy, or elf if that’s your preference.” That gave Henri some solid ground to stand on. “The coin is BOTH of ours!”

“So, which one do you like?” asked Caelwich. The brothel owner looked at Henri expectantly, sure that he was going to make a good profit from these two foreigners. “Uhm…” Henri looked over all of them. None really caught his interest. The closest was a girl who had rather nice shoulder length blonde hair, but the rest of her wasn’t attractive to him. The worst part of all of this was that he didn’t even know why none looked good. “How about this one? She has rather exquisite breasts.” Caelwich said gesturing to a buxom young lady. “You really do my dear.” He flashed her his smile, and her hardened shell seemed to soften a little. Caelwich winked at Henri, knowing how charming he could be when he tried. Henri sighed and rolled his eyes. “No? Perhaps this tasty little morsel?” Caelwich suggested. He stood next to a boy who was probably a year or two younger than himself. Knowing Caelwich, Henri was certain he’d act like he was far more worldly than the “youngster.” Still, the young man stood up a little straighter when Caelwich pretended to inspect him closely. He’d already made up his mind about the boy, and Henri knew he preferred his men to look harder than this soft child. Caelwich smiled his toothy smile at the boy who smiled back. He uses that charm of his far too much on people he doesn’t even know. They can’t even tell when it’s a tool and when it’s true like Henri. “No. Not him.” Henri flatly stated. The smile vanished from the boy’s face. Caelwich whispered something into his ear causing him to quickly glance at Henri. Then the smile reappeared, though clearly under constraint. Worried he was going to lose business, the owner said “If you want I can fetch an elf I know who would be glad to tend to your needs. It would be a little pricier, but there is no human who could give you such an experience.” He raised his eyebrows suggestively. Caelwich raised a single matching eyebrow with a look of intrigue. Henri’s scowl deepened. “Look,” Henri began sharply. “I don’t even want a whore. What does it matter if none of these interest me. I can tell you clearly want one, so just pick already.” And just like that the mood in the room had soured. The smiles and hope left the faces of everyone. This was why he left beauty to Caelwich. His only skill was violence, as seen by how quickly he killed the mood. Caelwich pouted and twisted his lips to the side; a face Henri knew meant that he was truly displeased. He could feel red creeping into his face. He had to say something. “Uh…” was all he could think of. Caelwich smiled a true, quiet little smile. “Well then! Maybe I’ll just take his custom as well!” He winked at Henri letting him know he was off the hook. Behind him the eagerness returned to the working boys and girls. “For starters, let’s have you, my dear.” He said looking into the eyes of the beautiful busty brunnette. She came towards him and kissed him on the cheek. He feigned naive surprise causing Henri to roll his eyes yet again. The boy Caelwich had examined earlier perked up. If he had chosen her, then he was likely to pick him as well, right? Henri knew better, and Caelwich didn’t dissuade him of that notion instead saying “I’ll be back for more later.” He wouldn’t though, not for the boy anyway.

Covering his mouth partly, Henri let out a loud yawn. The rhythm of riding was putting him to sleep, a trick any soldier worth his salt learns. Could he afford it though with Caelwich? “Heh, and I thought I wasn’t a morning person.” Caelwich said cheerfully. He was in a good mood and felt well rested. Even waking up early for a long ride didn’t dull his mood. “Yes, well you actually got some sleep.” replied Henri tiredly. “You know you don’t have to watch over me ALL the time. If there was a place you could have rested it was that brothel.” “I’ll be fine.” Caelwich’s lips twisted to the side as he pouted. “You’re not fine. You’re about to pass out on that horse’s back. Then where will I be when my knight falls from the saddle and cracks his head. Do you REALLY want me to try and treat your fractured skull?” Henri smiled a little. “I’d probably end up with the faculties of a boy after such a thing.” Caelwich chuckled then said “You as a horny teen; horrifically or amusingly awkward? I’ll never know. Besides, with my recent luck you’d become enamoured with me like the boy in that brothel.” Henri reddened turning his face away despite Caelwich riding ahead of him. To change the subject he said “So what was it that you whispered to that kid that was so amusing?” Caelwich halted his mount. Henri slowed his own as he pulled up beside him. He wasn’t certain but he thought the blush was gone when Caelwich looked at him. The prince opened his mouth to say something but seemed to think better of it. He smiled that irritatingly charming smile of his at Henri. And he winked.

]]>The Fallen Times Setting DocumentThu, 03 Aug 2017 00:06:13 +0000

The Fallen Times

For 1200 years the Homlish Empire stretched from the Raider's Strait in the North West to the Quiet Sea in the East. Fully half of the world lay under the control of first the senators and later the Emperor-Generals. The might of Homlan was unquestioned, it seemed as though the gods had ordained that they rule the world.

This manifest destiny made the Homlish arrogant. Theirs was the greatest civilization ever known. Their science, art, and military were greater than everything encountered. If it was not the greatest culture then it surely would have halted. Theirs was the history that mattered. Theirs was the art that held beauty. Theirs was the science that showed promise. Thus was their downfall born.

The few decided for the many that all cultures should become one. It began slowly, with the re-education of the children of conquered peoples. Fashion was influenced through the nobility. Patrons were... convinced to patronize only artists that worked in the Homlish styles. Slowly the vassal states and colonies began to change, to become more homogeneous.

The elves, dwarves, drakes, and mummies watched as humanity rapidly began to lose its individuality over 800 years and become more like them. Some thought it good, that they would be less disruptive and tamer. Others thought it was a sign of the slow death of beauty and imagination that seemed to plague the world. To the short lived eyes of humans though, it was going much too slowly.

The Homlish Inquisition was born of brutality. The Homlish Legion was ordered by the senate to expedite the transformation of humanity. They were to find the wise men, the conservatives, the outspoken, and silence them. A cudgel was sent to do the job old age would have accomplished quietly.

The first executions happened publicly in the colonies, but as boys watched their grandfathers murdered, and men watched their sons struck down they began to all speak out. The Inquisition had to become more cunning, using stealth and guile to find the non-conformists. Before a full blown rebellion occurred, word reached the senate in far off Homlan and they realized their mistake. They sent their fastest messengers to retrieve the generals and their legions.

After receiving the messengers from the senate they paused the executions and observed what had happened. Yes, the natives were rather upset, but it was obvious in their faces, fashions, and art that Homlish culture was becoming their own. Thus with the mistaken idea that the cudgel was responsible for the work of old age, they decided that the senate lacked the will to finish the deed. The generals had received word that they were to stop their mad slaughter and return to Homlan to explain the actions of their men. So they brought their men with them.

The coup was fast and bloody as all successful coups are. Most of the senators were killed in Republic Hall, the centre of Homlan's government. The few that escaped and their supporters were exposed and executed swiftly by the Inquisition. The decisiveness that had been turned on the Republic would be used to forge the Empire. However, the transition must first be solidified.

The rebellious generals selected their leader, William Victor Frederick, to become Emperor-General for life. As William I established his rule in Homlan, his son, William II, ensured the empire's stability in the vassal countries of Famiglia Isole, Aadeem Badiya, and Long Plains. When Victor I took his father's place at the head of the empire he decided that it was time to finish the job which his grandfather had begun. Not truly understanding the nature of running an empire nor an army, Emperor-General Victor I set to a task he didn't comprehend.

His reign is poorly remembered and he was the last Emperor-General of William's line. A distant cousin was put upon the throne and became the puppet of the generals. They understood how to manage an army, but not statecraft. The empire continued its decline while maintaining its size, its resources stretched thin. The Puppet Emperor's son, Garland II, regained control of the throne and, having grown up during his father's reign, he began the long task of mending the empire.

He was very successful and were it not for his own son, the empire might have survived its crisis state. Like the impatient senators and rebellious generals Emperor-General Garland III could not see the changes that were happening. He looked upon the history of the first purge and found that it was usually the religious figures that the people rallied around in defense of their culture. If they were removed it would greatly accelerate the unification of humanity.

This plan made Garland III consider Homlan itself. He watched as the priests of Homlan's gods took credit for the hard work of farmers, scholars, and soldiers. Once more the Inquisition was turned loose upon the populace of Homlan.

Though impatient he was not a fool nor uncharismatic. Priests of all gods began disappearing, while the Emperor-General began to subtly erode their power base. It did not take long for religion to become unpopular amongst the aristocracy. Shortly thereafter they pleaded with Garland III to permanently remove this pox from their homeland and the Emperor-General complied. Religion was made illegal, churches crumbled, all religious texts were burned, and clergy were murdered in the streets. The Inquisition found out and cleaned up those who managed to hide.

Famiglia Isole was next, but the islands had always preferred academia and science to religion, so it was only the mariners that resisted and they did so with little enthusiasm. Knowing what was coming, the priests of Aadeem Badiya redefined themselves as scholars and historians of the supernatural. When the Inquisition and Legion arrived to root out religion, to their surprise they found a situation much like they had in the islands. They moved on, but for fear of lurking inquisitors the priests retained and eventually became their disguises in truth. So the aged Garland III turned his eyes towards the colonies.

Vertlieu would be the first to be purged because its people were not nomads like the peoples of The Flats, Long Plains, and Savage Plains, nor were they difficult to root out like the Wildlings of the Tree's Teeth Mountains. Their shrines would be easily found, and their gods destroyed. Fate had a different decree.

For years Garland III had ignored the work of his father, pursuing his crusade instead of tending to his people. Plague ravaged the populace and he did not notice unless it brought whispers of godly wrath. Crops failed and he did not notice unless a priest blamed it on his blasphemy. Sailors went unpaid and he did not notice unless they spoke of storms sent by the furious gods.

When the Legion entered Vertlieu they went in too few and with too little resources. The Inquisition did its part, but its attention was split between there and problems back in Homlan. Then the Seven appeared. The Seven resisted the manhandling of the Homlish and inspired the Vertlieuans to do the same. A full blown rebellion erupted and after much fighting the Homlish Empire was thrown out of Vertlieu which was renamed Terre Des Sept in honour of the Seven Saints.

Meanwhile a scholar in Aadeem Badiya began to suggest quietly that perhaps it was time to cut ties with the empire. Saladin, as he was called, convinced the native nobility that they would be better off without having to bow to Homlan. He spoke peacefully, and he spoke gently, and with time the nobility conceded to his honour and logic. This the Inquisition could not condone. Saladin was assassinated, but the assassin was tied to Homlan. The peaceful scholar became a martyr. Some wished to wage war on the empire for this act, but calmer minds realized this was not what Saladin would have wanted. The vassal state declared its independence and renamed itself Atfaal Min Saladin. Homlan would have responded with force, but the Legion was split dealing with the Seven in Vertlieu, and the mutiny of the Homlish Navy.

Figuring that the Navy was less important for destroying religion than the Legion, Garland III had repeatedly delayed and reduced the pay of the sailors and captains. With the rebellion of Vertlieu this situation reached an all time low when some ships were given stores of food that were moldy before they were sent to out to sea. The captains would not stand for this and they declared their ships independent from the empire. Seeing an opportunity the wealthy traders of the Famiglia Isole offered the sailors a safe harbour AND pay if they would protect their assets. Fearing the loss of their closest vassal state, Garland sent the Legion to recapture the islands. The Navy stopped the too few legionnaires and pushed them back onto the mainland. In turns each major island city declared its independence from Homlan. They then tenuously joined together, out of fear of each other's economically motivated predations, forming the Stati Uniti Citta.

Forced out of their two vassal states and their most productive colony, the Homlish Empire was in retreat. The Legion was pulled back closer to Homlan's borders, and within it to keep order as rumours of revolt spread. This collapse both broke Garland III, and broke him out of his mad focus. Without passion he went about the business of fixing his empire. The Tree's Teeth Mountains and Flats were abandoned, while the Long Plains and Savage Plains were almost entirely emptied of their Homlish representatives. Garland III spent the rest of his life stabilizing the empire. He succeeded and left his son, Kale I, a nation barely clinging to life.

There is stability, but little growth, and this is the case in much of the world. The zealotry and war in the past has resulted in the destruction of much infrastructure and knowledge on all sides. The balance of power remains unsure despite 50 years for it to settle. It has been further complicated by rumours of the spread of the undead in a previously fertile part of the world. The empire has fallen and it threatens to drag down the rest of the world with it. These are the Fallen Times.

Species

There are many strange creatures that wander the world. Eagles the size of horses that are said to feast on the flesh of children. Horned lizards that can crash through a house as though it were no more than a bundle of twigs. Shadows that can rend and tear flesh as well as any great cat. The creatures of the wild and nightmare are many, but these are the creatures of civilization and reason.

Humans

There are no creatures that walk the world quite like humans. Most follow their instincts and band together to defend themselves. Most find their brothers and sisters agreeable. Most enjoy what they have. Humans do not.

There is no species as fractious, divided, and ambitious as humans. Even the orc tribes are more united in their cold fury than humans are in their burning passion. This is both their strength and their weakness. They push ever farther in all things they do, standing upon those before them and those below them. They enslave their own kind and eat from their captive's sweat. Yet they have achieved great things. An empire that spanned over half of the world. A wall that blocks off an entire nation. A powder that explodes with irresistible force when lit. Humanity has visited many horrors and wonders upon the world.

Humans have spread to cover most of the world, from the frozen forests of Nordhem to the burning sands of Badikhayat. They are incredibly varied in their abilities, some more so than others. In the land of Terre Des Sept there are people with the blood of their saints. These Saintborn are unusually graceful and charismatic. In Katei there are rumours that the children of woman and shadow run rampant in the night. These Shadowspawn can see perfectly at night and appear out of nowhere. Spread throughout the lands are also those who appear to be cousins to the drakes. These Dragonmen have scales covering their body and are naturally adept at magic. Even the more “mundane” humans are incredibly varied being in turns mighty, nimble, or brilliant. Only their own hubris can limit their potential.

Elves

The elves are creatures of old. They were born before humans, before dwarves, even before gender. For millenia they stood united in their forest kingdom Mahndor (translates as Pure Land), enjoying the wonders they found in nature and those they built with their hands. Though as time wore on, their interest waned. They had seen all the grand gestures conceivable or knew that they had been accomplished.

Their art quieted, and their majesty turned into subtlety. Their entertainment became so nuanced that noticing and creating the slight differences was the mark of skill. They no longer laughed, only smirked at the ignorance of their peers that missed the joke,

It was not until the spread of humanity that the elves found something interesting. Here was a species of naive, impatient, short lived creatures. The first encountered admired the elves and wished to live as long as they did. These firstmen used powerful magics to preserve their body in a form that was less than appealing to the eye, but they lived as long as the elves. Perhaps humans were not as naive as initially thought.

Then more followed, and more after them. There seemed to be a never ending stream of these grunting, toiling, split sexed beasts. The elves saw danger and opportunity. If the humans were allowed to continue as they did they could very well destroy the elves inadvertently. So the elves began collecting the humans and putting them to work. The firstmen began emulating the elves and they too trained humans for labour. A few elves were disgusted at both the elves and the firstmen, but it was not slavery. Slavery is a system under whichpeopleare bought and sold as property; these were humans.

This warded off the humans for a time, they no longer sought to enter elven lands. The solution ended up causing an even larger problem. Humans became a new form of prestige, their number, quality, uniqueness. Then what you could train a human to do, dance, kill, mate. Like all of elven culture the ostentatious was performed, approved, and forgotten for subtler nuances. Then something new was born of this game.

Goblins were born to human and elven mothers alike. It was found that the pairing of elves and humans resulted in the birth of a short ugly creature of unexpected strength. Though there were often twins. The goblin population was born and then bloomed at a dizzying speed. That's when a cadre of elven wizards noted that soon elves would be the minority.

This group of wizards were mages specializing in flesh magic. They resolved to come up with a solution to solve the population problem. First they attempted to convince goblin and human owners to release their animals. It became yet another subtle round of one-upmanship, and hundreds were released, but that game soon became old hat. They then persuaded the nobles to find disdain in coupling with humans. Both of these slowed the population growth of the slaves, but something more extreme would need to be done to solve the issue.

While some politicked to save elven superiority, the other flesh mages plied their trade to find a solution. They focused their efforts on the wombs of elves, humans, and goblins, altering the unborn goblin babies, their goal to make them elves. There never was a success. Instead the mages became more and more obsessed with experimenting on flesh, eventually even their own.

This came crashing to a climax when the leader of the flesh mages, Cylthus Willowsworn, accidentally created a plague that infected humans and transformed them into terrifying beasts of pure muscle. These beasts rampaged across Mahndor killing dozens of elves and hundreds of humans and goblins. The plague was stopped once all the abominations were killed, and the humans magically purged.

Oligarch Casari Suncrow, the ruler of Mahndor and all elves, declared that those responsible for the tragic death of dozens of elves must be exiled, and the means of the deaths extinguished. With that decree the notes and spellbooks of the flesh mages were put to the torch even as they, their followers, their slaves, and their families were thrown out of Mahndor. The elves of Mahndor began to call themselves High Elves to differentiate themselves from the exiled. Owning humans and goblins was made illegal, and they were all forced out of Mahndor and into Badikhayat or Lagartija Selva respectively.

The flesh mages and their followers took ships North to the islands surrounding Mahndor and renamed them Gurthesteltol (translates as Death Hope Islands). There they fractured and followed their own interests, communities of slaves and elves forming around their magical laboratories. They became known as Warped Elves because all of them had been experimented on in some fashion, the most common being the ability to see in complete darkness.

To aid in their experiments some human slaves were taught flesh magic. However this backfired when the slaves eventually rebelled, using their masters' magic against them. Though many slaves were killed, the majority escaped the islands and fled far away to a peninsula where they formed the nation of Zi You. Despite this they continue to buy slaves from Badikhayat.

The noble families of the Warped were ashamed of what the mages had done and so they fled West claiming innocence. The Innocent Elves spread throughout the lands outside Mahndor doing what they could to survive. Many felt that they were entitled to what the “lesser people” pulled from the earth. They became known as Robber Elves, though they maintain their innocence. Many of them live in the woods that dot the landscape. They have become quite proficient at covert actions, being known for their ambushes and burglary. Many merchants have had their caravans suddenly surrounded by armed Elves who take their wealth, and sometimes their companions. The captives are then sold to the slavers of Badikhayat. This behaviour gives elves a bad name, and makes the lives of more integrated elves quite difficult.

City Elves, as they choose to distinguish themselves from the other “Innocents,” are found as minorities in many cities and towns. Rather than sticking to their aloof natures, they swallowed their pride and became artisans, farmers, and guards. Some make a little headway towards gaining the respect of non-elves, but then another story of elven slavers will roll in with a devastated caravan and the goodwill vanishes.

Alongside the Innocent Elves, goblins spread across the land. Being forced into Lagartija Selva was an execution for most. They either died from the natural dangers of the jungle, or at the hands of the Cold Blooded residents. Over the course of decades they made it through the jungle, and into the dwarven mountains, Eshimcubor. Here they were once again seen as invaders and they waged an accidental war against the dwarves.

Finally breaking into the foothills of the Savage Plains the goblins remaining were hardened survivors. Most had never known Mahndor nor the relative peace of slavery. They were a people of brutal cunning bent on finding a home. Then they encountered the orcs of the plains.

Expecting a battle, the goblins once more raised their weapons. The orcs they encountered, however, were Homlish slaves and had no fight in them. Recognizing the same oppression that their forefathers faced, the goblins set to the task of freeing the orcs, and finding a home in the process.

Something that often confounds the other species (except Rootwalkers who are sexless) is the ambiguous sex of elves and goblins. Their sharp facial features seem both feminine and masculine, while their body shapes do not conform strongly to either sex. The reason for this, and not many people know it, is that elves are intersexed. They bear the genitalia and gonads of both males and females. They can impregnate or become pregnant at any time. This often causes social faux pas when a non-elf uses a gendered descriptor for an elf. Occasionally they are even lead into the embarrassment by the elf who then feigns insult, while all elves present enjoy the inside joke.

While goblins share this physical characteristic their features almost seem satirical. Where elves are tall and lithe, goblins are short and wiry. Both have well defined facial features, but goblins noses, mouths, and pointed ears all look too big for their heads. Elves have clear pale skin (though warped elves skin is a pale grey), where as goblins are a mottled greenish brown.

Dwarves

The people of Eshimcubor are a strange people. They toil constantly and steadily in their mines and forges making all manner of metalworks. They keep to themselves in their underground holds and avoid non-dwarves as much as possible. They say little and are gruff or brusque. Yet they are incredibly passionate. A non-dwarf that can find their way into the respect of a dwarf has a friend and ally they can rely on for anything.

Getting in is incredibly difficult though. Mountain Dwarves are long lived and stubborn. They watch as one culture appears and then disappears, while they remain. They have little patience to try and understand non-dwarves knowing that their culture will soon be gone. Even invaders are hard pressed to move them, because they know that the invaders shall pass, while the dwarves remain. And so they remain steeped in tradition.

There are a few dwarves willing to learn the ways of outsiders. These Hill Dwarves live closer to the surface or even have towns in the sun, the largest being Nish. They trade with whoever their neighbours may be, a dwarven hold, a human town, or an orc tribe. To accommodate this trade they do their best to be more welcoming and try to take interest in other cultures.

Dwarves are short stocky folk being 4 to 5 feet tall, but weighing around 180 pounds. Their muscles and bones are incredibly dense making them extremely hardy. They have dark thick coarse hair on their scalps and faces. Their body hair is much the same and covers their reddish brown skin that resembles the colour of clay. Their facial features are powerful and hard, often with bulbous noses and heavy brows.

Saurians

The cold blooded, or saurians as they are more commonly known, are a species of bipedal reptiles. They are varied in their abilities though almost all of them are quite nimble. Being cold blooded a warmer climate is what suits them best, but many have moved beyond their original homeland of Lagartija Selva. Though they have adapted well to the cultures of other peoples some of their traditions linger.

They have been known to eat the flesh of worthy warriors killed in battle so that they might gain the magic remaining in their flesh. This is a great honour for the eaten, and some dying warriors have asked their slayer to consume them so they might live on. This occurs even in non-warrior sections of the culture where family members will eat their dead, or offer them to a superior as a gift of flesh.

Traditionally eggs are laid in clutches at unmarked sites and then abandoned. The young must fend for themselves and make their way to a settlement which is usually not too far from the birth site. As they rarely discover the identity of their parents, each must take a name of their own in whatever method suits them though usually it is based on deed or named after someone admired. When they reach a settlement the young are then allowed to pursue any career they are interested in if they can find a mentor. Outside of their homeland of Lagartija Selva clutches are guarded by parents, or more commonly, communally by the entire saurian community in a semi-public place.

There are four kinds of saurian: lizard-folk, gecks, gators, and drakebloods. All have wide reptilian heads with broad set eyes and large mouths. Lizard-folk are the most common being around 6 feet tall and weighing about 180 pounds. They have lean muscled frames that are whip quick. Their scales are generally a pale brown green though they can vary wildly from oranges to blues.

Gecks are more lithe than most Cold Blooded and are excellent climbers. They can change their colours to match their surroundings making them excellent guerrilla fighters, though normally they are a bright green. They usually are between 5 and 5.5 feet tall, weighing about 130 pounds.

Gators are hunched, stocky swimmers with thick scales and powerful jaws. Their scales are a very dark green that can look brown or even black. Standing tall they are often around 7 feet tall, but their hunched forms make them look more like 6 feet. Their stocky frames make them average about 300 pounds.

Drakebloods also have thick scales, but are more known for their knack with magic, though some can breathe fire. The scales they wear are usually a dark red, though it is often influenced by the type of cold blooded that they come from. Geck drakebloods may have a muddy green colour with accents of red, while gator drakebloods are often brown with a reddish tinge around their mouths and underbelly. Like their scales, their height and weight depends upon their cold blooded heritage, though they are usually slightly taller than their forefather's type.

Unborn

In the land of Badikhayat the nobility are eternal. Inspired by the long lives of the elves, the aristocracy sought a way to be forever kings. With a little help from elven flesh mages, the blood priests of Badikhayat were able to devise a ritual that would allow a person to live forever. However, their bodies must first die and be reborn in the blood of one hundred lifetimes. It leaves the body unusually dry and gives them a desiccated appearance but also makes them vulnerable to fire . All bodily functions cease. There is no need to eat, drink, breathe, or sleep though they do not heal naturally. They also seem to lose some of their human vulnerability, no longer being able to become fatigued, frightened, or enraged. This makes them unnerving to behold for many.

The ritual is very costly, spiritually, physically, and financially, so only a few people can become noble unborn. Once in their life, each noble is allowed to elect one freeman to be raised into nobility (and mummification). This makes it a very important decision. Most freemen elected are extremely skilled, and almost always wealthy. They choose when they die and gain their immortality. Since many die young to retain their looks and strength, heirs and nobility are chosen rather than being based on bloodline. However, those who are born to nobility are still more likely to become nobles.

For protection and sometimes companionship in their long lives, many nobles commission the creation of a guardian. Sculpted from stone and given life through magic, guardians are sturdy and loyal to the end. They follow the orders of their masters without fault, though sometimes they can be overly literal or naive. Sometimes their noble masters become bored of their utter subservience and dismiss them giving them free will in the process. These guardians must find their own way in the world and pursue what interests them.

Orcs

The people of the Savage Plains have a very long history passed down from each tribe's storyteller to their apprentice. Which of these are true history, morality fables, legends, or some combination of the three is difficult to discern. The story that seems to be the strongest in the orc tribes is that of the Warlord's Grave.

There are ruins in the Savage Plains desert that an ancient orc warlord supposedly forged an empire from. The empire was evil, slaughtering thousands for the sake of murder and no more. What happened to the empire and its warlord differs from tribe to tribe. Some storytellers say the gods struck down the warlord. Others believe that it was heroes from far off lands who destroyed him. Then there are those that believe the warlord tore down the empire out of hate for his own people that allowed him to commit such vile acts unquestioned. What they all agree on, though, is that the people of his nation were cursed to be as oppressed as the ones they enslaved, and as deformed as the nation they built. The curse lasting until they could forge something as good as the empire was evil. After the empire fell the people split into tribes that wandered the plains seeking something, but not knowing what.

An unknown number of years later, a new threat arose from Warlord's Grave. A powerful necromancer sent out an army of the undead to conquer the Savage Plains. One by one the orc tribes were forced from their homeland and into Aadeem Badiya. Pursued by the undead they made their way through the desert kingdom doing whatever they could to survive. The Badiyans were caught unprepared and fled before the invading horde. They fought the orcs as best they could, but there were far too many of the plains people.

Emissaries were sent ahead to seek out allies. They found them in the form of the Homlish Republic. A line was drawn at a river just North of the Southern Homlish Mountains, the orc savages would not pass. There was a great battle as the orc tribes united to force their way across the river, but they were thrown back. During a lull in the battle, the orc chieftains realized that now that they were united they could most likely retake their homeland. When night fell on the battle, the orcs slunk away and began the long journey home.

The reached the Savage Plains and found it overrun with the undead. Freshly organized, and veterans of an inadvertent invasion the orcs entered battle with the undead. They fought their way to the mostly rebuilt ruins of Warlord's Grave and laid siege to the necromancer's castle. After a hard fought battle, the castle was breached and the necromancer slain at some point in the chaos.

Exhausted from the battle, and full of hope at their people's new found unity, the orcs began the task of clearing their land of corpses. Unfortunately the Homlish Republic Legion with newly inducted Badiyans chose that moment to launch their attack. They swiftly defeated the tired orcs, getting revenge for the invasion of Aadeem Badiya.

The Homlish generals saw a land that was full of opportunity, and a people too savage to dispose of their dead that littered the plains. The savages had no unified government, no industry, and no cities. Truly these subhuman creatures would benefit from the guiding hand of the Republic.

Orcs average at just over 6 feet in height and weigh about 200 pounds. Their bodies are corded with tough muscle whether they are lean or thick. They have pointed teeth most noticeable with the pair of short tusks that jut from their lower jaw. Their skin is a greenish brown the colour of dried grass, while their hair is thin and black. Their ears are long and end in points. They have flat features with noses that are so flat as to be porcine.

Rootwalkers

The elves like to think that they are the oldest people of the world, but the rootwalkers live quietly and humbly. They share their forest with the elves who respect their kin. It was only with the spread of humanity that the rootwalkers became concerned.

The humans spread across the world, conquering nature and yoking it to their will. Some humans saw the rootwalkers, the wargs, the giant eagles, and the other peoples of the forest and paid them respect. They left the woods alone out of fear or admiration. Others ignored them and the signs of habitation. They cleared huge swathes of forest in mere decades, depriving the forest people of their homes.

The wargs, being an impatient and aggressive people, wished to strike from the forest and wipe out the human settlements. The sidhe saw new players that they could use to act out their stories, and wanted to capture the humans. The eagles did not mind humans as their livestock made easy prey, but were less than enthused by archers. In the end it was the rootwalkers who the forest people listened to, deciding to consider the problem of humanity.

Rootwalkers take a very long view of life, living as long as they do, so their contemplation of humanity took centuries. In that time wargs wiped out villages, sidhe captured families for their tales, and eagles feasted upon much cattle, but there was no unified assault. Finally the rootwalkers decided that humanity must be made aware of the presence of the forest people, and this message was passed along to all the forests, jungles, and swamps of the world.

Being the most patient and understanding, the rootwalkers were elected to be the diplomats of the forest. Carefully and patiently they approached the human settlements. Recently freed from the Homlish Empire many humans were willing to listen, while others were afraid of more and less human conquerors. Irregardless of human anxieties, the rootwalkers continue to seek compromise with their human neighbours while placating their forest brethren.

Rootwalkers are usually around 15 feet tall and weigh around 1 ton. Most have four branch arms and two branch legs, but there are also those that have more limbs. Their skin is bark and their “hair” is a collection of narrow branches. Despite their size they tend to have soft voices that have a whispering quality to them even when they shout. Other than these traits rootwalkers vary greatly in appearance, usually depending upon where they are from. Those from temperate regions have a profusion of leaves sprouting from the tops of their heads in summer, while they are bare in winter. Desert rootwalker have broad fronds in the place of leaves, while rootwalkers from Nordhem have waxy needles.

Ogres

The free people of Saoradh are known for their strength, endurance, size and appetites. Ogres love food and have a culture of being gourmands. They especially love Halfling food which is why they don't try conquering the much smaller folk. This love of food has even made ogres and halflings traditionally allies in times of need and it's not unusual to see halflings and ogres enjoying each other's company.

Most ogres live in family groups centred around the family farm. They tend their mountainside fields and livestock with little care for the outside world. Some ogres, however, gain a wanderlust or seek tools that their simple subsistence farming cannot offer. These ogres often put their size and strength to work for merchant caravans that pass through Saoradh. This can take them all over the world, to the Merchant's Sea as pirates, Terre Des Sept as dock workers, or Katei as farmers. Many of these ogres settle where their work is and so it is no unusual to see an ogre in a major city.

Unfortunately some that go to Katei, voluntarily or otherwise, fall prey to ambitious Candle Keepers. These captive ogres are then mated with Shadows or shadowspawn to produce the magically inclined ohni. These ohni have the strength and resilience of ogres, but also possess minor shape shifting abilities and particular cunning, all of which make them very useful agents for the Candle Keeper and their House.

Ogres are incredibly thick set, with barrel chests, broad shoulders, and bulging biceps. Despite many having bulging stomachs, very few take ogres for fat, and those that do often regret the insinuation. They stand at about 9 feet tall and weigh around 500 pounds. They have sun darkened skin the colour of the earth so many toil in. Their hair is thin and wispy usually worn long and unkempt, or shaved to the pate. They have little body hair which shows off the plethora of scars that many ogres have. Rounded and almost soft would be how many would describe the faces of ogres. They have wide jaws, bulbous noises, and large flat teeth.

Ohni have rather different appearances. While keeping the same height, ohni are less heavy set with more balanced proportions. They have dark red skin the colour of a sunset seen through smoke. Many have two horns protruding upward from their forehead which can be between 1 and 5 inches long. Their hair is thick and dark, often with a wild look to it even when pulled into a tight hairstyle. Their faces are sharp, with pert noses and pointed ears.

Halflings

The small folk from Loisdin are a friendly lot. They tend their farms happily, sell their wares enthusiastically, and ply the Green Strait with glee. Even when they encounter trouble, their quickness is usually enough to see them through the day. This carefree attitude and reputation tends to disarm bigger folk, making them vulnerable to more predatory halflings.

Not all halflings are content with honest work and the pastoral life. Some find they are skilled with machines, their dextrous hands being able to manipulate tiny pieces with easy. Others love the waters of the Green Strait and the rivers that connect to it, so they live on houseboats trading goods along the shores. Then there are those that just have a natural need to see, hear, and do more. Many of these halflings end up in the nations of the big folk as artisans, sailors, and adventurers. Then there are those that get involved in less legal dealings.

Those same dextrous hands that are great for building, are also great for picking pockets. Experienced sailors are just as welcome aboard a pirate ship as a merchant vessel and being an excellent cook is a bonus. The desire to explore new places can push some halflings into burglary as they wonder about what could possibly require so much protection. It's not that they have been tricked into crime, they know that what they are doing is illegal, but sometimes the temptation of a good story is just too much.

Almost as much as food, halflings love stories. When caravans arrive in town they are as welcome for their stories as they are for their business. Halfling have a very orally oriented culture, they will talk about anything, and listen to anyone. In fact, just about the only time they aren't chatting idly is when they are listening to someone else talk. Sometimes this drives the big folk to annoyance, especially dwarves, but halflings know to be quiet when its needed.

Halflings are generally around 3 feet in height and 30 – 35 pounds in weight. They have builds that tend toward stocky, but lithe halflings are not overly unusual. They have curly hair which is usually worn short by both males and females. Their ears have a slight pointedness at the top. They are most well known for not wearing footwear because it bothers their hairy feet. This causes their feet to become very tough, and footwear no longer becomes necessary. Like their feet the rest of their body tends to be very hairy, though this hair is less coarse and so clothes are not an issue. Many would describe their faces as soft and youthful, almost chubby.

Drakes

Drakes have no particular culture of their own, as their natures and appetites often demand solitude. When they do meet it is often to settle disputes, peacefully or otherwise, or to mate. These small gatherings do spread tales of forebears as drakes proclaim their heritage to their potential rivals. Unfortunately this has created a sense of self-loathing that is rife in the population as the accomplishments of their ancestors have been exaggerated with time.

All a drake ever hears from other drakes is how much better their ancestors, who were “true dragons,” were than themselves. This has built a feeling that they are invalids in comparison. This drives many to act with undeserved confidence as they try to hide their insecurities, despite the fact that no one has seen proof of a True Dragon in centuries.

Some drakes find work in the communities of the smaller species, often acting as guides, protectors, or brute force. They are afforded a sense of awe and fear by the smaller species due to their size and the legends that surround True Dragons. Some take this with humility, most do not.

All drakes are about three times the size of a horse being about 12 feet long from snout to hindquarters, and often 8 feet across at the chest. They can weigh up to two tons, though many are lighter and a few heavier. Most have great wings allowing them to soar through the air, and are barrel chested where their inner fire brews. Beyond these commonalities drakes vary greatly in appearance. Some are deep reds the colour of dried blood, while others are grey and look like stone. Many have flared crests atop their heads, though some have a smooth skull. Often these details depend on where the drake makes its home.

As they can be found in most any part of the world, drakes have adapted to a wide variety of habitats. Some are long and sinewy to better navigate the relatively narrow confines of forests and cities. Others are stocky with bumpy scales so that they can blend in among the boulders in the mountains. Most are somewhere in between, living wherever they can find safety.

Magic

Magic is gained through belief in the strength of one or more of the schools. Some casters get their power like using their hands to sip from a clear lake. The power is always there, and easy to get, but there is only so much one can take at a time. Other casters use magic like using a water pump. The water gushes out most of the time, but not always and it is also tiring to work the pump.

There are ten schools of magic and each has its own traits. The school of Fire is known for its power over Fire, Destruction, and Strength. The followers of this school also are often skilled in Athletics, Tactics, Ride, Craft, and they frequently wield a Battle Axe.

The school of Water is known for its power over Water, Deceit, and Curses. The followers of this school also are often skilled in Bluff, Disguise, Haggle, Prestidigitation, and they frequently wield a Blow gun.

The school of Air is known for its power over Air, Travel, and Protection. The followers of this school also are often skilled in Ride, Survival, Athletics, Acrobatics, and they frequently wield a Quarter Staff.

The school of Earth is known for its power over Earth, Protection, and Secrets. The followers of this school also are often skilled in Bluff, Craft, Sneak, Tactics, and they frequently wield a Halberd.

The school of Metal is known for its power over Metal, Strength, and Fortune. The followers of this school also are often skilled in Haggle, Craft, Athletics, Search, and they frequently wield a Flail.

The school of Flesh is known for its power over Death, Life, and Beasts. The followers of this school also are often skilled in Ride, Craft, Disguise, Blend, and they frequently wield a Scourge.

The school of Nature is known for its power over Nature, Beasts, and Travel. The followers of this school also are often skilled in Survival, Ride, Sneak, Athletics, and they frequently wield no weapons at all, instead relying on their bodies to defend themselves.

The school of Light is known for its power over Light, Fortune, and Life. The followers of this school also are often skilled in Search, Investigate, Acrobatics, Tactics, and they frequently wield a Mace.

The school of Darkness is known for its power over Darkness, Secrets, and Death. The followers of this school also are often skilled in Search, Investigate, Prestidigitation, Sneak, and they frequently wield a Dagger.

The school of Stars is known for its power over Magic, Curses, and Destruction. The followers of this school also are often skilled in Tactics, Sneak, Ride, and Haggle, and they frequently wield a Longsword.

Regions

The world is a vast and varied place. It is full of wonders both natural and manufactured. Mountains that stretch from sea to sea. A wall made of flesh and bone that lives to defend its people. Clusters of islands with innumerable little villages. Much has been found, but there are still places yet to be explored.

Homlish Empire

The once great Homlish Empire has been pushed back to its roots. The empire is now contained in the original lands of Homlan, surrounded on all sides by natural barriers. The mightiest nation in known history once sprouted from this land, so perhaps it could happen again since its natural defenses and disciplined military make it hard to eradicate.

Unfortunately the nation has begun to stagnant due to its zealotry. The empire's belief in the power of humanity has fermented into a distrust of anything inhuman. Magic and religion are outlawed entirely, the Homlish Inquisition hunting for its practitioners. Non-humans are discriminated against receiving unfair trade, or being used as slaves. Some of them end up in the gladiator pits that many cities and towns have, fighting for their lives. These draconian behaviours were implemented and reinforced by the Legion and Inquisition.

The Legion is the only remaining might of the Homlish Empire. Though its navy is largely gone, and far fewer traders visit Homlan, its ground forces are still some of the best. The legionnaires are trained rigourously, building their strength, stamina, and discipline. Those that prove themselves are elevated to the rank of praetorian, where they maintain discipline in the ranks and act as seconds to centurions. Enforcing the rules of the Legion on their troops sometimes requires a blunt approach, and so centurions are known for being very physically capable. A praetorian that has served well and has a mind for tactics can be promoted to become a centurion. These soldiers are in charge of troop formations, and often lead their men into battle.

The Homlish Inquisition is an organization that is given free reign to uphold two directives. The first is to ensure that there is no dissent to the Emperor-General's rule. The second is to prepare other nations for conquering. The ranks of the Inquisition are filled from all over Homlan and all walks of life because the Directors of the Inquisition never know what skills will be needed. If the Inquisition approaches a person with a job offer, they usually make sure that they cannot be refused.

Homlan

The largest human city in the world is one of opulence and power. This is the seat of the once great Homlish Empire and that fact can be seen on every one of its streets. The city's lengthy history has made it so that every slum of the city was at some point the wealthy quarter. The crowded apartments of labourers are contained within worn and faded senatorial mansions. Partially crumbled statues of long forgotten heroes stand over even the humblest of communal spaces. However, this inherent wealth of the city does not apply to the citizens.

Wealthy merchants, traders, land owners, and generals surround themselves with green spaces not found in the rest of the crowded city. They fill their homes with art, gold trim, and commissioned works. Meanwhile the tradesmen and labourers get by with what they can and are more often than not happy.

The most famous and opulent section of the city is the Emperor-General's quarter. Here Emperor-Generals, and to a lesser extent wealthy senators, have built expansive mansions to please themselves. Some get torn down by one Emperor-General to build a new home, and his in turn is later destroyed.

Aside from the Emperor-General's quarter, the two most famous features of the city are the Slaver's District and the fighting pits. The Slaver's District is a section of the city where slavers and slave owners bring their wares to auction off to those interested. Slaves are brought from all over the world, and from all species, which is often the only way that many residents see non-humans. This works out well as a useful though unintentional bit of subliminal propaganda for the pro-human establishment.

The sport of combat is extremely popular amongst the Homlans. It's a regular show of the power of human might and distracts them from the weakened state of their homeland. Most taverns have a space reserved for combat in the same way that taverns in Terre Des Sept have stages for musicians. Even small taverns will have a corner dedicated to fist fights. Some are more like gladiatorial arenas that also serve food and drink, with large sunken pits for battles. Rarely are these battles lethal except in the case of accidents or specially organized fights.

The city is also a port and the former home of the Homlish Navy. Ships traveling in the Merchant's Sea would dock at Homlan to offload cargo and take on supplies. Many such ships would be delivering orc slaves from the Savage Plains. Now there is much less trade entering Homlan, as the empire is on poor terms with the UCS, and is only just rebuilding its trade with Atfaal Min Saladin.

Republic Port

The city of Republic Port is the second largest in Homlan. The city imports and exports goods to all the nations along the Soldier's Sea. However, since the collapse of the empire there has been much less trading. Instead the port has become the centre for building the new Homlish Navy, since the lumber felled in the Dark Peninsula is much closer to the city than Homlan.

Miner's Road

This well traveled road traditionally saw much ore brought to Republic Port from the mines in the Northern Homlish Mountains. Since the fall of the empire there is less demand for ore and more demand for lumber. Since this began there have been many strange attacks on the lumber transporters heading to Republic Port.

Dark Peninsula

The thick forest that covers this point of land has never been properly explored, even during the height of the Homlish Empire. It's said that the woods are haunted by many strange and foul beasts. These stories originate from woodsmen who have gone into them looking for lumber, but never returned.

Unfortunately with the mutiny of the Homlish Navy essentially wiping out Homlan's naval power, there has been a strong call for lumber to build new ships. There have been a number of disappearances among the work crews felling trees on the edges of the woods. Most of these have been workers who were alone, and so many supervisors have implemented rules requiring them to stay together in pairs at all times.

Northern Homlish Mountains

These mountains are rich with ore and help to fuel the economy of Homlan. However, they also serve a couple very important military functions. The diversity of terrain in the area allows the Legion to train its recruits in forests, rolling hills, and mountains. This helps to build the stamina and discipline that the legionnaires are known for. Additionally, the mountains block off Homlan from the Long Plains along a large section of its borders. Only in the most Northerly area of the mountains, where they become only hills, is it practical to cross them. Knowing this, the Legion long ago set up a small chain of fortresses in the mountains to keep out the tribes of the Horse Lords.

Southern Homlish Mountains

The mines in these mountains supply most of the ore that reaches Homlan. The mines are extremely old, and have been dug very deeply into the ground. Many older mines have been sealed from cave ins or after they dried up. Occasionally forgotten mines are broken into by the miners in newer mines.

Guardian Isles

The Guardian Isles are a chain of islands that surround the Homlan Gulf. Each one has a fortress located on it that defends Homlan against enemy naval fleets. However, since the fall of the empire and the mutiny of the navy, the fortresses are in ill repair, and some are unmanned.

Stati Uniti Citta

The “nation” of Stati Uniti Citta (or United City States) is an agreed upon coalition of the islands that formerly made up the Homlish Empire's primary vassal state. While ruled by the Homlans the islands were able to focus on their trades and as such became extremely skilled artisans and inventors. They were also frequently the stops for merchants traveling between the Soldier's Sea and the Merchant's Sea which allowed the cities to make money for little effort through taxation and fees.

When the Homlish Navy mutinied because they went unpaid, many ship captains found their way into the pockets of wealthy individuals from the islands. Years later, when the Homlish Empire sent a force to reconquer the islands the newly invented black powder weapons were used to great effect, despite their small numbers, and the invasion was repelled.

These new and effective weapons have begun to slowly spread across the world, but only the most skilled artisans are able to properly craft the firearms and the black powder recipes used are well guarded trade secrets. Only the scholars of Atfaal Min Saladin have been able to reverse engineer the technology.

There are 4 city states in the islands: Nord, Centro, Gruppo, and Gigantesco. Although publicly each claims brotherhood with the others, privately they wage “secret” war on each other and themselves. Nobles from each will hire mercenaries to attack nobles from other cities, their own city, and often their own guild. The islands are a hotbed of constant politics, espionage, and subterfuge. The only thing they can agree on is their hate for Homlan.

Fortezza

Fortezza, while technically a subordinate state of Centro, survives independently of the other cities. It's able to do this because many of the ship captains of the former Homlish Navy landed here and conquered the native populace. The ships, sailors, and soldiers that make their home here are mercenaries through and through. However, they also have a certain bizarre loyalty to the islands born of a combination of their love for the freedom their home gives them, and the money the cities will pay them in times of dire need.

Quarto Isola

The island city of Quarto Isola is the fourth smallest island in the chain that makes of the Stati Uniti Citta. Originally founded as a mining colony under Homlish rule the community has since become a manufacturing hub. The city itself has grown to the point of covering most of the island. Now there is little grazing land left and much of the population are fed from fungal based foods grown in the older mines.

Many of the mineshafts dried up long ago and lie supposedly empty. However, there are some that are officially used for storage, and others that are used to grow the fungus which feeds the majority of Quarto's population. It's also said that some of the poorest people living on the island live in the forgotten tunnels, surviving off the fungus and flooded depths.

The city is divided into seven districts titled A through G. A is the administration district where the island is officially ruled from. B covers all of the mines, both active and abandoned. C is the residential district where the wealthier citizens of the island live. D is specifically for the non-human residents of the island as some of Homlan's pro-human beliefs still exist in the city's legal system. E is the ever dwindling farm land of the island, though the admins for the district are trying to get fungal farms rolled into their jurisdiction. F covers the harbour and the fisher folk who live on the island. Last but far from least is the slowly growing G district which has control over the craftspeople and their guilds. While officially district A runs the city the reality is that district G's wealth buys just as much power as A legally controls.

Of legal note in the city are the Profit Syndicates (more colloquially known as gangs) and the weapons pass. The PS run the city's interior occurrences. If it doesn't interfere with the island's business with the outside world then A doesn't really care. Corruption is widespread amongst the island's administration and law enforcement, though it's not unknown for the authorities to come down hard on any PS that disrupts the island's cash flow.

Part of ensuring the cash flow, as A sees it, is the weapons pass. Other than small blades, ostensibly for utility purposes, no weapons are permitted to be carried outside of the home. “Weapons” were initially defined as “blades larger than four inches in length” however a “stop and examine” clause was quickly added allowing law enforcement to detain any individual carrying a “suspicious” AND “potential” weapon. This in turn lead to the weapons pass, a small slip of vellum stating that the person listed on the note is permitted to carry weapons. With the island's rough and tumble reputation these passes are much sought after and often forged. However the passes are difficult to obtain and are solely given to those who have the political sway to acquire them, limiting them to the nobility and the military (but only officers). There are of course ways around this but those found owning a forged weapons pass or impersonating the rightful owner of a weapons pass are executed, which is to say nothing of the forgers gruesome fate. Those found carrying weapons are fined and the offending object confiscated.

Tesseris Eksousies

The small island of Tesseris Eksousies is an abnormality in the fact that it has never been conquered, nor has any nation laid claim to it. This is in part to the mystery of the island and its inhabitants, and in part to the skills of the inhabitants themselves. The people of the island are extremely isolationist. There is a single port that foreign ships are allowed to dock at, and only under the most dire of circumstances. The foreigners are not permitted off their ships, and the punishment for leaving can be as dire as execution. These laws help to maintain the strict caste system that is enforced in the culture.

The nation has a strict caste system with the 4 schools of spell casters (fire, water, earth, air) all being equal, while non-casters are completely subservient. Casters are not permitted to marry or mate outside of their caste, especially with non-casters, though bastards are not unheard of. When a person is found to have casting ability, no matter how young or old, they are immediately forced into a spell casting academy that matches the element they have shown power over.

Despite their isolationist policies, casters are allowed to freely travel outside of the nation, and indeed much of their culture's legends are based on travelers. These travelers encounter the many “bizarre” creatures and cultures of the wider world, then return to the paradise that is their homeland. Some of the terrifying beasts are recognizable to foreigners, such as wargs or giant scorpions, but are given attributes they might not naturally have due to the exaggerated nature of legends. However, not all are negative, and indeed many of these mythical creatures are worshiped by the Eksousiens for their perceived traits.

Polikyrios

The capital city of Tesseris Eksousies and the only place where foreigners are permitted, though they must remain on their ships except under special considerations. The Council of Four rule the island from this city, with the grand caster of each caste taking one of the 4 positions on the council. Non-casters are entirely unrepresented except, occasionally by one of the other castes.

Loisdin

The land of Loisdin is a peaceful land that has remained largely untouched by war even when it was officially under the rule of the Homlish Empire. Part of this is that halflings are not war like by nature, and will most often accede to any invaders, giving them the resources they seek. Crops can be regrown, but a life cannot be replaced. The other reason that Loisdin remains safe is its close relationship with the ogres of Saoradh. Those that threaten the small folk are likely to get smashed by a half ton block of muscle.

Cathair

The port town of Cathair is the largest in all of Loisdin. Although it's located in the halfling homeland, the small folk are actually a minority in the town. Most of its residents are sailors and merchants passing through on their way to larger ports. If a halfling needs something that their local smith can not craft, this is where they go.

Halfling Hills

The hills that cover most of Loisdin are populated by the majority of the halfling population. They live in small farming communities amongst the rolling hills. Their homes are made from stone and thatch, or are built right into the hillsides.

Green Strait

The Green Strait separates Loisdin from the Flats. Its green waters are home to many fish which help support the local economy. Most of the villages that line the strait are populated by fishermen, but some will act as ferries for the right price.

Saoradh

This small region on the edge of the Flats is well known for its forest, hills, and resident ogres. The region has long had significance because of its easily defensible nature and containing the only land bridge between Terre Des Sept and Homlan. This has caused numerous skirmishes throughout the years as the Homlish Empire sought to control the region, specifically the land bridge, while the ogre residents continually struck out at their occupiers from the unconquerable hills.

Tachd

Once an outpost of the Homlish Empire, Tachd has become the largest per capita grouping of ogres in the world. Tachd has always been of strategic importance being located on the only land bridge between the Flats and the Long Plains. After the Homlans retreated back across the plains, the ogres moved in. Now the town is run by a group of ogres and halflings who charge a toll for anyone wishing to use the land bridge. Those that try to sneak past are quite likely to get caught by an ogre patrol and soundly thrashed.

For anyone looking to hire an ogre, this is the place to go. There are always ogres who have been struck by wanderlust and have come down from the mountains seeking a profitable way out of Saoradh. Most find work guarding caravans which can take them wherever they desire to go.

Ogre Hills

In the hills and mountains of Saoradh are the farms of the ogres. They live in caves and simple hillside huts tending their livestock and crops. They have little to worry about because the mountains are a difficult place to live and travel in for any not born there, and even then few are foolish enough to harass an ogre, even ones that are just farmers.

Terre Des Sept

The Land of the Seven is a large, fertile nation recently freed from the Homlish Empire. They are followers of the Seven Saints, heroes who helped bring freedom to Terre Des Sept and cultivated its growth once it gained that freedom. The Seven Saints represent the virtues of love, justice, prosperity, peace, enjoyment, confidence, and respect. It's been noted that those who follow a specific saint, can trace their lineage to a saint, or simply live in the saint's favoured province all have common traits.

Those who have a connection to the saint of love are known for physical beauty, skillful sex, and dark hair and eyes. Rape is their most severe crime and their motto is "Love as you will." Those who have a connection to the saint of justice are known for sternness, determination, woad tattoos, hard features, and their motto is "All deeds are justly rewarded." Those who have a connection to the saint of prosperity are known for financial acumen, cunning, and their motto is "Everything is an opportunity." Those who have a connection to the saint of peace are known for patience, agreeability, and their motto is "Life should not be a constant struggle." Those who have a connection to the saint of enjoyment are known for savouring everything, soft features, curiosity and their motto is "Make the mundane magical." Those who have a connection to the saint of confidence are known for being skilled, hard working, and their motto is "Make great all you do." Those who have a connection to the saint of respect are known for being friendly, negotiating, and their motto is "Every skill contributes."

Heirs are matrilinear because only they guarantee royal blood. Thus eldest daughters are the heirs. This is mimicked by the peasantry, creating a matriarchal society. The royal bloodline is directly descended from the union of the saints of confidence and justice.

Despite the feats of the Seven, there are pagans that live outside of the main society, usually in secluded hills and valleys. They never had much contact with the Homlish Empire, so they don't see why the seven are so special. The old gods of the pagans are creatures of Nature's Revolt. They roamed the land more freely before the spread of humanity.

The kingdom is split into seven regions each with one of the Seven as its patron. Though the saints united it, there are still small regional skirmishes especially near unofficial borders. Recently the last of the Seven, Peace, has passed away, and many are unsure if the nation will survive under the rule of the Queen without support from the Seven.

Saintborn are the descendents of the Seven Saints. The saints were not chaste individuals (especially Love) and their children's children make up a sizeable portion of the population. The nobility especially have a high percentage of saintborn. The purest Saintblood can be found in the Royal line who were spawned from the union of Justice and Confidence.

Raider's Strait

Often the Norse raiders cross this stretch of water in their longships to pillage the coastal villages. The Coast Guard's Road was built along its length to defend the peasants of the area. Unfortunately, this strait is also the only way to the North Sea without sailing into the frigid waters North of Nordhem. Merchant ships passing through the strait often hire escorts for fear of the Norse.

Zi You

The nation of Zi You was founded by escaped test subjects and assistants who had worked with and been worked on by the Warped Elves. After their slaves' revolt, they traveled until they found a home in a sparsely populated land North of Badikhayat. They were lead there by three flesh mages who had been assistants to the Warped Elves. These mages and their followers eventually developed into the Family of Blood, the Family of Sweat, and the Family of Tears. Blood focus their magics and efforts towards the art of war. They often create monstrosities, either by “stitching” together creatures and then manipulating their flesh, or by doing the same to human volunteers. Volunteering to become such an abomination is considered a great honour, though some are pressured into doing so by their families. Sweat focuses their efforts on building and improving society. They manipulate the flesh of livestock to be more nutritious, while also improving the endurance and strength of volunteer workers. Tears focus their efforts on healing and repairing damages done. Often they act as mediators and level heads for the nation. Despite their unity against slavery and the Warped Elves, the nation is ruled by an oligarchy of the three Families with lots of political maneuvering amongst them.

Within the last 100 years, the high mages of each of the three houses sacrificed themselves to create the Living Wall. They did this to wall off their homeland's peninsula because they didn't want to watch their people be re-enslaved by the undead that destroyed Gang Kou. They did this against the wishes of their house leaders, who continued to squabble amongst themselves as the undead drew nearer. The wall they created is a living organism of unknown intelligence. It has teeth, mouths, arms, tendrils, eyes, ears, and is generally a wall of nightmare made flesh.

Katei

The land of Katei has a terrain that is quite varied for its small size. The North contains rugged hills and forests, while the Southern half has another forest, but also an extensive swamp and plain. Being almost entirely surrounded by water, there are many fishing villages on its coasts, however Katei is most well known for its nobility.

Nobles in Katei are obsessed with perceived honour. Families structure their lives around preserving and improving face in front of their peers. For the men this means becoming samurai, learning the arts of war (horsemanship, archery, and sword play), and following the orders of their superiors. Women's ability to maintain their family's honour solely involves serving first their parents, and then their husband.

There are a few men and women who instead of pursuing their traditional roles, become spell casters known as shugenja. These few have the strength of belief necessary to wield magic; Earth, fire, water, air, and metal in the case of houses Kokuo, Tora, Ishigame, and Tatsu, while Houses Fukuro and Suneku shugenjas are known as candle keepers for their use of the magics of light and darkness. They are most often sent to their House's shugenja academy, though some families will refuse to send daughters as it is not their role.

Families and individuals that lose their honour will do their best to remedy the situation. For minor slights this may require the offender, or the head of the offender's family, to offer themselves in duty to the person they offended. The offended party can then request any single task of the person, including seppuku, but asking too much may cause an informal loss of face. For major slights the same individual will very often commit seppuku voluntarily or be ordered by their superior to do so.

For all houses, retaining the most face is of highest importance, however, houses Fukuro and Suneku are known as the “Shinobi Houses” and are known to commit many dishonourable acts. They manage to get away with these acts because they ensure that their agents are deniable assets. If a shinobi house agent is caught in an abhorrent act they are expected to commit suicide before they can be questioned, and their actions will be denied vehemently by their superiors.

Katei is not a large nation and the divided houses frequently battle one another. Usually these are small clashes between individual samurai or political maneuverings at court, but occasionally larger battles occur. These larger battles can range from small groups of samurai battling, to full war between houses.

Shufu

The capital of Katei is located on a river connecting to the North Sea. This is the only port where foreigners are permitted to dock because of Katei's strict isolationist policies. The city also receives many ships from within Katei itself and is the home of the Katein navy.

Being the capital of the nation, Shufu is the home of Katei's divine Emperor. He rules over both his house, House Kokuo, and all of Katei. His commands are carried out by his magistrates and clerks who are most often from within his own house. However, the Emperor is often a figurehead following the suggestions of his advisers. The advisers are chosen by the Emperor from any house of Katei, unfortunately honour most often requires an Emperor to retain the advisers assigned by his father or regent.

Tora

This city, like all the other large cities of Katei, is named for its ruling house. House Tora is known for three things: training skilled cavalry, great skill at politics, and an astounding arrogance. The first two have made House Tora very powerful in Katei through the many battles in the nation's past, and through political machinations during peace. The city is unofficially known as the secondary capital of Katei because in past occasions where Shufu became unsafe for the Emperor, the Imperial Court was temporarily moved to Tora at the suggestion of Toran advisers. Their standard is a black and orange tiger on a brown field.

Tatsu

House Tatsu has some of the most impressive libraries in the world and this gives the house a much deserved reputation for academia. Most of these are located in and around the city of Tatsu, most often in one of the several shugenja academies in the area. These academies are what gives house Tatsu its other most well known skill, which is magic. While most houses have a single shugenja academy, Tatsu has five, one for each element wielded by the shugenja. These academies are so impressive that even the odd spell caster from Tesseris Eksousies has come to investigate them. Some wealthy families of other houses even send their spell casting scions to at least one of the shugenja academies, though very few can afford to attend all five elemental academies. However, Tatsu families may attend at a lower cost. Their standard is a gold or yellow dragon on a red field.

Ishigame

House Ishigame are uncouth, dirty, and ferocious... according to the other houses. It is true that Ishigame cares little to nothing for court politics. They are blunt and are not trained to keep a level head, both of which make them awful courtiers for the most part. The reason for this is that their house was founded to defend all of Katei from invaders trying to cross the land bridge and the creatures living in Bakemono Swamp. They spend their youth learning to survive in the swamp and training to fight on foot, as horses are nearly useless in the muck. This task is often extremely dangerous, but the ranks defending the nation must remain strong. Thus House Ishigame has the most low born raised to samurai of any house. Their standard is a black turtle on a green field.

Suneku

House Sunkeu are known to be treacherous, cunning, and spiteful. They have some of the most skilled courtiers in their midst, and have an arrogance that rival's House Tora's pride. Unlike Tora, however, they do not hold honour in such high regards. Of all the houses, Suneku is the one most likely to commit an act worthy of seppuku. Every other house knows this, and Suneku is aware of their reputation. They like to show off their skill by making it blatantly obvious to any who care to look that they have done something despicable, but they do so in a way that makes the act unsuitable for reprisal. This method of operation is only possible because of Suneku's multitude of skilled ninjas. While other houses may have covert agents, only Suneku is rumoured to have a secret ninja school hidden in the hills and valleys of their land. Many of these ninja are shadowspawn “created” by the candle keepers of the house, or bought from House Fukuro. Their standard is a black snake on dark blue field.

Fukuro

Like House Tatsu, Fukuro are known for their skill with magic. However, Fukuro focus not on the five founding elements (as Tatsu calls them) but on the oppositional elements of light and darkness. Their belief is that without light there could be no shadow, and without darkness we would never know when we were in the light. Their most feared use of this magic is the summoning and control of shadow beasts. These monsters appear as shadows in the shape of great hunting felines with tentacles so dark no light reflects from them. As the various skills of candle keepers are much in demand, house Fukuro are known for being extremely mercenary in their behaviour. Their standard is a white owl on a black field.

Badikhayat

The nation of Baikhayat is most famous for its eternal kings, slaves, and monuments. Although the nobility of the nation can potentially live forever, this makes them all too aware of their true mortality. Many commission grand projects that could take decades to complete because they can see these projects through. However, just as many fail in their completion of such projects and there are many half built ruins that have become forgotten.

These monuments are always built on the backs of slaves, and Badikhayat is the main place to buy slaves in the North, sometimes even eclipsing Homlan's slave district. This puts them at odds with their Zi You neighbours, but since that nation has walled itself off, it is of little concern to the mummy kings. What is of greater concern are the undead North of the Grey Desert. Many fear that the undead will cross the desert without fear of dehydration and conquer Badikhayat. However, the quarreling nobles cannot unite long enough to contemplate this problem.

Mahndor

The “Pure Land” is the original home of all elves. Now those that remain distinguish themselves from the outcasts by calling themselves “High Elves.” The nation is largely covered by forest and is surrounded by the Inner Sea, North Sea, and Quiet Sea. This has made sailing very important to the nation, which has a powerful navy. The nation is ruled by the Oligarch Casari Suncrow who has ruled since before the time of the Warped Elves' exile.

Kanoost

The capital city of Mahndor is the centre of elven culture. All other cities turn their eyes for examples of fashion, art, and music. The oldest buildings, which predate the Homlish Empire, are beautiful structures, with spires stretching smoothly into the sky. Such grand gestures have long since passed into unpopularity among the elves and the newer buildings are all very simple, and purposeful. Their beauty comes from the subtle details and their function. Only the palace of the oligarch has the same sweeping power of the ancient buildings, but the interior decorations favour the discrete modern styles.

Cirost

This port town is the home of Mahndor's Inner Sea navy. It is also one of the largest ports on the Inner Sea. Both of these qualities make Mahndor's Navy the most powerful on the Inner Sea, and one of the most power on the Outer Seas. However, for ships to travel from Cirost to Harmaost they must pass through Pain Lake and the border of Lagartija Selva. Doing so puts them at great risk of attack from the Cold Blooded.

Anorost

This town lies on the edge of the Bone Dust desert and is often the departing location for caravans traveling to and from Badikhayat. It is the best place to stop for the supplies and guides necessary for crossing the unforgiving desert. The rare creatures and plants that grow in the desert can also be found here for sale.

Gurthesteltol

The multitude of islands North of Mahndor are home to the exiled Warped Elves. The name of the region can translate to either “Death's Hope Isles” or “Hope's Death Isles.” On these scattered lands the elven flesh mages, their followers, and their test subjects eke out a hard living. There is no central government in the islands with most settlements existing as farming communities that surround a mage's or group of mages' laboratory. These settlements are controlled by the flesh mages at the centre of them, though they rarely take any action regarding their followers. The mages generally stay in their laboratories except when their experiments and research are interrupted because of lack of materials or outside interference.

Rhanaost

This port city is the only settlement that resembles a town. Here is where the followers of the flesh mages barter with merchants for resources that their masters require. Outsiders also come here to purchase the creations that the mages are willing to sell.

Lagartija Selva

The jungles and swamps of Lagartija Selva are home to the cold blooded and many other fierce beasts. The cold blooded live in temple cities that are ruled by city kings. These kings are guided by their priests who have the second most authority in the culture. Warriors have the next most authority. Since cold blooded never know their parents or children, the heir is selected by the current king whenever he chooses. The selection may be anyone, though usually it is a priest or a warrior.

Cities are formed around temples, which always have a sacrificial purpose. They worship the power of blood and flesh. The magic contained within the living form that makes life possible. They make regular sacrifices of prisoners of war to show how powerful they are, and to release the magic of life back into the land. The more impressive the sacrifice the more powerful it is. In dire times citizens, priests, and even royalty may be sacrificed.

Their other sacred sites are where egg clutches are traditionally and routinely placed. These sites are unmarked as tradition dictates. By nature, their eggs are abandoned after being laid in a clutch. This has caused a state of constant skirmishes with the elves of Mahndor. The battles are fought along the shores of Pain Lake, the rivers connected to it, and the swampland around it. The elves want the land for development, while the cold blooded use the many locations in the swamp as birthing sites. The cold blooded fight by ambushing elven soldiers, and then disappearing back into the jungle.

The cold blooded typically adorn themselves with the skins and feathers of the beasts in their homeland. The most skilled wear the skulls of the giant terror lizards as helmets. Such acts of bravery and skill form the basis of their art which revolves around the tales of their heroes carved in stone.

Eshimcubor

The land of the dwarves is a rugged one, covered with snow capped mountains and green hills. The mountains are rich with ore and this gives the dwarves their livelihood, metalworking. However, there is much more to the dwarves as their passion and persistence finds them in most every craft. Dwarven poets are said to be some of the most moving for the emotion that they give every word.

To the North lies Lagartija Selva and the Cold Blooded. The dwarves care little for the saurians as they are not interested in trade other than blood. Occasionally though their mines can break into dwarven tunnels that lie like veins under the mountains and this can lead to conflict. Generally the dwarves take a patient stance, eventually the invaders grow bored of the battle and seek excitement elsewhere.

Ineth

The capital of Eshimcubor is a massive fortified stronghold located underground. There are a few entrances to the above world, but all are secret and only known to the dwarves. The city is home to the dwarven parliament which meets once a year to discuss the issues facing each dwarven hold. Each hold sends a single representative and may bring a single grievance to the gathering. The meeting is not adjourned until every grievance has been settled. Often this takes days due to the stubborn and passionate nature of dwarves, and it is quite common for them to take their meals and naps in the parliamentary hall. Occasionally this leads to drunken brawls during particularly heated debates, and so weapons are not permitted in the hall.

Nish

The only dwarven settlement primarily above ground and readily available to non-dwarves. Here is where the hill dwarves trade with the other races for what they need. Often other peoples come looking to purchase dwarven metalworks, however, the amount of time and effort that dwarves put into every craft makes them quite expensive. When combined with dwarves general distaste for others, the prices can be very steep.

Chaang Bor On

The land of the elephant people is a peninsula stretching off of the Savage Plains. The human nation is ruled over by a king who is selected through bloodline. The populace is well known for their symbiotic relationship with the elephants native to their land and the Savage Plains. The great beasts fill the tales, history, and religion of the people. This symbiosis stretches into every aspect of life; farming, transportation, and war. The elephant riders of Chaang Bor On are legendary among the militaries of the world for having held off the Homlish Legion at Sam-Lak. Despite this well known tale of history, those who have never before seen an elephant or mammoth often believe they are but fairy tales like giants, shadow beasts, and mermaids.

Grung

The capital of Chaang Bor On has many splendid buildings which the added might of trained elephants have helped to build. However, the port city is better known for its seedier side. Having few affiliations with other nations, Grung is often a centre of pirate activity. The port thrives as stolen riches pass between hands.

Sam-Lak

Sam-Lak is a heavily militarized town. On the border of Chaang Bor On it is strategically located at the bottle neck to the nation amongst the hills. It is the primary home of the elephant cavalry that the nation calls on in times of need.

Atfaal Min Saladin

The nation of Atfaal Min Saladin was once the second oldest vassal state of the Homlish Empire. Throughout this relationship they managed to maintain their culture, though they lost their religion during the Inquisition's purge. To avoid the religious purges of the Homlish Empire, religious figures in the region transformed themselves into experts on the supernatural. Maintaining their culture had the side benefit of preserving a great deal of knowledge, especially of the supernatural, that would have otherwise been destroyed by the Homlish. Despite this preservation of arcane knowledge they share the Homlish belief humans are superior to others. This is what causes the unusually low number of spell casters within the nation.

Even during the height of the Homlish Empire this nation has always been equally ruled by a queen and a king. These royal members can be husband and wife, father and daughter, brother and sister, queen and noble, etc. They can be any two people so long as one has royal blood, and they are a man and a woman. This is done to get a balanced perspective on governance, and many times the calm head of one ruler has prevented the rash actions of the other, while the initiative of one ruler has spurred the passive one to action.

One such action that was not prevented by both rulers has lead to an ongoing feud between Atfaal Min Saladin and Terre Des Sept. One ruler believed that the Seven Saints were demons seeking to dispose the righteousness of humanity after she was very badly and very publicly embarrassed by the Saint of Love. This belief was not quelled by the other ruler who was afraid of his partner, and also occupied with the fallout of the Empire's collapse. This lead to a crusade against Terre Des Sept that cost Atfaal Min Saladin greatly. Not only did it deplete the nation's resources (which it is beginning to recoup), it also gave the nation a reputation of zealotry which is in competition with its reputation of academia set out by its namesake.

Long Plains

The Long Plains is, as the name suggests, a long proportionally narrow area of plains that stretches from Atfaal Min Saladin in the South to Saoradh in the North. The area is claimed by the Homlish Empire, and no other nation has formally declared sovereignty over the land, but the empire's presence is minimal and those living in the area must fend for themselves.

Horse Lords

The biggest threat to those living in the Long Plains are the Horse Lords. They are a nomadic people traveling throughout the plains in tribes ranging from the size of a couple families to the size of an army. They follow the food across the plains, living in collapsible bone and hide huts. Unsurprisingly they are masters of horsemanship and quite possibly the best light cavalry in the world. They quite often use these skills to take what they want and need from other tribes and less nomadic people. Usually this is just food, goods, and tools, but sometimes includes slaves as well. There are three main tribes on the plains: Hawk, Bison, and Bear.

Hawk is the most feared as they answer to no one, and almost never negotiate. They sweep into a region taking all they want, and selling anything they don't. When they approach a settlement the residents are instantly on edge because even if they had peaceful dealings with Hawk previously, such as buying their stolen goods and selling them supplies, there is no guarantee that they won't raid the town this time around.

Bison is the least feared as they are well known for their economic acumen. Unlike the other large tribes they understand the concept of buying low and selling high. Their frequent travels along the plains make them the only trade that some of the small settlements receive. This causes many to forget that they aren't simply an extra large merchant's caravan, and many a bandit has regretted attacking these horse lords.

Bear tribe consider themselves conquerors. They surround settlements that they come across and expect tribute. They ask only for what the settlement can give, but if they suspect the town is trying to trick them, or if the town refuses to pay, they raid the village and take everything. Those that do pay receive an additional boon: they are considered a protectorate of the Bear tribe. This means that if there is trouble in or approaching the settlement, such as Hawk tribesmen or a lack of people to bring in the harvest, the townsfolk can send for aid to Bear. The horse lords are then obligated by their customs to send an appropriate response force.

Crosston

This city is the largest settlement in the Long Plains, laying on the borders of the Homlish Empire and Atfaal Min Saladin, but independent of both. The city is a very cosmopolitan one as its position on a major crossroads brings in peoples from all over the world. While the population is largely human, those humans come from many different nations, and there is no small amount of any race, even drakes and saurians. The trade of the city is facilitated not only by its crossroad location, but also because it is located on the Orc Head River which connects to the Inner Sea, bringing trade across the water from far off nations like Badikhayat and Mahndor.

The city is ruled by a council made up of various business leaders in the community and a governor selected by the council. The council includes the captain of the town guard, the head of the city bank, the port master, the chair of the tradesmen guild, the chair of the mage's guild, and the chair of the “locksmiths'” guild. The city's governor is chosen by the council from any of the local landholders. The current mayor, Elan Ofhomlan, is a surprise to all as he was elected through voter division and a pair of throwaway votes. He is surprising many by being at the least a competent governor.

Crooked Tree Crossroads

This crossroads is a familiar but bizarre sight for many. All the trees near it are bent towards the North. Some speculate that the small lake to the South may have something to do with this phenomenon.

Tree's Teeth Mountains

This mountain range is incredibly dense and nigh impenetrable. With thick forests and rugged mountains, no roads pass through them. However, they are home to the Hillfolk whose home necessitates that they be skilled hunters and trackers. They keep to their mountains, living in stone and thatch cottages, and worship the natural and supernatural that surround them. Outsiders who try to pass through or into their lands often find themselves ambushed and harried by the Hillfolk who are distrustful. Stealing from outsiders is their only source of iron and steel, and they have a very primitive level of manufacturing.

Cirque Du Soldat

A common sight on the Long Plains are the brightly coloured patchwork tents of the Cirque Du Soldat. This circus travels around the plains, and occasionally farther, performing for the residents near their current stop. However, they also perform odd jobs that the residents pay them for. These can range from assisting with building a house, to robbing a house, to eliminating a gang of robbers. The circus was founded by deserters and losers from many different armies, so when they come to town a wide variety of skills are brought with them. Not all of those skills are constructive, but they are almost always used at least once on every stop.

The Flats

The Flats are a large expanse of flatlands stretching from Loisdin to the North Sea. The southern area is a vast savannah called the Drylands, while the northern section are plains known as the Freefields. The area is best known for its residents, the nomadic Plains Runners.

Plains Runners

The people of the plains are comprised of numerous hunter gatherer tribes. They travel on foot following food sources as the seasons change. However, they often form temporary villages of huts, and it is not uncommon to find empty villages that will fill when the next tribe moves in. They are governed by village elders, and have no larger social structure. This is because they do not believe in nationwide policies and alliances. A village elder can know the feelings of all the people they represent, but a monarch cannot.

Most disputes within and between tribes are solved through peaceful discussion. Sometimes though a fight breaks out or an agreement cannot be reached. In these cases ceremonial battles are fought by champions representing the involved parties. These battles are decided by fights to the yield between village champions and are usually fought with spears, javelins, and shields.

Their legends and spiritual beliefs are centred around the powers of the plants and animals of their homeland. Those that know the stories and can call upon the power of the spirits are known as grass speakers. One of the oldest stories they tell is of how the plains peoples came to the Flats. It is said that they migrated to the Flats to escape from a ruler that had conquered their homeland. Rather than bow down to him, or die resisting, they fled and didn't stop until they found a new home much like their old one.

Drylands

As their name implies, the Drylands have little water. This huge savannah is home to many magnificent and unusual animals. The plains tribes live here in the wet season to avoid the killing cold that is found in the Freefields to the North. At this time of the year the tribes do most of their trading and negotiating with merchants and neighbouring nations.

Freefields

The Freefields are the wetter, colder section of the Flats. During the summer season the tribes of the plains follow the migrating animals here, out of the Drylands. It is during these times that the plains people are most isolated from other cultures as few are willing to cross the savannah during the hottest time of the year.

The Meeting Place

This land mark can be seen from miles away. Twelve 50 foot menhir stand in a circle atop what is said to be the only hill in the Flats. Ancient torch sconces have been carved into stones and when lit they bring light to the surrounding area and the gathering within. The hill contains an amphitheater that is worn with the use of ages. While primarily used by the Plains Runners to hold gatherings of the tribes, it has also seen use by many other other groups including a meeting between the Homlish Empire and the tribes, and even a Norse Thing was held at the site.

Bonelands

This fertile area of land is believed to be empty of sentient life. Formerly a section of Zi You, the problem began roughly 100 years ago when reports of walking corpses and skeletons traveled to the the nearby towns with traders. Those in the larger cities of the area were not especially concerned because the flesh mages of Zi You often produced zombies to aid in manual labour, and the mummies of Badikhayat could potentially be mistaken for skeletons.

Then there came reports of empty villages that showed signs of struggle. Some of them had makeshift barricades as though they knew something was coming. The 4 Houses of Zi You sent out magistrates and soldiers in search of the bandits, most likely robber elves, who had wiped out the towns. The magistrates either did not return or found nothing.

The truth of the crisis became known when Gang Kou was suddenly set upon by an army of the undead. In a single day of bloodshed and desperate fighting the city was overrun and the populace slaughtered or scattered. From these few survivors word reached Shou Du and Ahlan, from there the tale changed and spread across the rest of the world.

Now the region is an empty spread of bountiful land dotted by empty villages and walking dead. Only the most desperate pass through the region hoping to reach the Living Wall and gain entrance to Zi You. However, many are turned away with the wall guards being the last to see them alive.

Ruins of Gang Kou

This once thriving port city is now nothing but burnt ruins. There are no first hand accounts of the current state of the site, but sailors foolhardy enough to go near on their way to Ahlan have claimed to see shapes moving amongst the rubble. What is known for sure, is that on many nights strange shadows, that are so dark as to absorb light, can be seen emanating from the dead city.

Grey Desert

This desert marked the traditional border between Badikhayat and Zi You. After the exodus of the region, few venture across the sands. Those who do enter the Grey desert walk its ash coloured sands looking to capture the giant scorpions that are native to the area. While difficult train, they make excellent war beasts and many are bought by adventurers, mercenaries, generals, and gladiatorial arenas.

Savage Plains

For more than a thousand years the Savage Plains were under the control of the Homlish Empire. However, in all that time there was never a concerted effort to civilize the region. Instead the Homlish simply hoped that their presence would help to show the orcs what was possible when they were willing to lift themselves out of the dirt. The constant enslavement of orcs and their forced reeducation was just another step in that direction.

When the empire began to crumble, the Savage Plains was the first region abandoned. Most of the legionnaires were pulled out to be moved to areas that were more important to hold. While the region has never declared its independence and the empire has never officially given up its claim, it is apparent to any sensible person that the region is no longer part of the Homlish Empire.

Endeavour

This mining town was the hub of business for the Savage Plains for hundreds of years. Great slave auction houses were built that often rivaled the ones in Homlan. The city expanded with the coin brought in by slave and ore traders.

With the independence of Atfaal Min Saladin, formerly Aadeem Badiya, the Savage Plains became cut off from the rest of the Homlish Empire. Most of the legionnaires stationed in Endeavour were called back to secure Homlan. As the flow of slave and ore traders dried up, suddenly the garrison found themselves severely outnumbered by the oppressed peoples.

All the slaves were set free, though slavery was not formally outlawed. Many of the orcs and goblins left the mostly empty city, though some stayed to continue working their former slave positions for pay. This has allowed the garrison leader, centurion Blake Smithson, to remain in control of the town, though he must continually broker deals between the merchants, traders, and workers to keep the town running.

Warlord's Grave

The ruins here are at least as old as the Homlish Empire, and there is evidence that they were built upon even older ruins. Being located on a raised plateau of rock in the middle of a desert makes the ruins quite defensible if one has enough water. Despite this advantage, orc tribes give the ruins and the desert that contains it a wide berth. Even bandits are loath to enter them because of the rumours that they are haunted.

Bloody Canyon

The stone of this canyon has a reddish orange tinge to it, which lends to the name. However, most believe that it is called such because of all the corpses that lined the bottom when the Homlish Legion arrived at the Savage Plains to tame the orcs. If they bothered to ask why there were so many corpses, the orcs would have told them that there was a great battle where the united orc tribes forced hundreds of undead over the canyon cliffs to destroy them.

Hero Woods

These woods are named as such because they have a long history of harboring guerrilla warriors. Orc legends say that they were used by resistance fighters against the Warlord of old, and against the Necromancer that forced the orcs from the plains. Homlish Empire records also show that the forest was avoided by the Legion because of frequent ambushes from goblins and orcs.

Frontier Road

This road, like so many, was laid by the Homlish Empire. It was built to better facilitate the transportation of slaves and ore from the Savage Plains back towards Homlan. Once Aadeem Badiya declared its independence this road fell into disuse, and has not been maintained well.

Dwarf Road

The road that leads from Endeavour to Nish serves primarily as a means to transport ore and tools between the towns. Many farmers bring their crops to the dwarves who will often pay a higher price for them than the local humans, orcs, and goblins. In return farmers are able to buy tools of superior quality from the dwarven forges.

Nordhem

This island is as cold and unforgiving as the god of the Norse peoples. Covered in snow and ice for most of the year, those that live here eke out a meager existence. They survive on subsistence farming which is tended by the women and slaves. These settlements are each ruled by a thane who inherited his role from his father. When a decision is made that affects a great number of the settlements, then a Thing is held where every freeman is allowed to cast a vote on the matter.

Meanwhile the fighting men take their longships across the Raider's Strait to pillage the villages along the coasts of Terre Des Sept. Sometimes they go further a field, attacking merchant ships in the Soldier's Sea and the North Sea. It has even been said that they occasionally reach Chaang Bor On. They steal whatever they can get their hands on whether coin, tools, or people. They keep what they need, and sell what they don't at North Port.

In battle they are incredibly fearsome, having trained since childhood and raised on tales of glorious combat. Most frequently they fight with shield and sword or axe, while wearing leather armour or mail stolen in raids. Most terrifying of the Norse warriors are the berserkers who enter a battle fury that makes them impossible to kill. While in this rage they kill whatever foe they see, and have even been known to catch people fleeing on horseback.

The Norse worship two gods Father Cold and Mother Storm. He teaches that only the strong survive the cold dispassion of winter, and she teaches that only the clever survive the tumultuous rage of storms. Only Father Cold has dedicated priests known as coldhands who call upon his blessings with their frost blackened hands. Mother Storm has no need for clergy because every sailor says a prayer to her, including non-Norse seamen that are familiar with her wrath.

North Port

Like many ports this is a town that is rough around the edges to put it lightly. It is the primary port for pirates of the Soldier's Sea and North Sea. Many less than pleasant things can be bought here including poisons, slaves, and rare ingredients. However, there are also legitimate businesses here as well that cater to ships and sailors who are not welcome in nearby Terre Des Sept.

Father Cold's Forest

The massive forest that covers roughly half of Nordhem is poorly explored. Most Norse stay near the coasts, only venturing to the wood to gather timber to build ships. Only the coldhands and their initiates enter the forest's depths.

For 1200 years the Homlish Empire stretched from the Raider's Strait in the North West to the Quiet Sea in the East. Fully half of the world lay under the control of first the senators and later the Emperor-Generals. The might of Homlan was unquestioned, it seemed as though the gods had ordained that they rule the world.

This manifest destiny made the Homlish arrogant. Theirs was the greatest civilization ever known. Their science, art, and military were greater than everything encountered. If it was not the greatest culture then it surely would have halted. Theirs was the history that mattered. Theirs was the art that held beauty. Theirs was the science that showed promise. Thus was their downfall born.

The few decided for the many that all cultures should become one. It began slowly, with the re-education of the children of conquered peoples. Fashion was influenced through the nobility. Patrons were... convinced to patronize only artists that worked in the Homlish styles. Slowly the vassal states and colonies began to change, to become more homogeneous.

The elves, dwarves, drakes, and mummies watched as humanity rapidly began to lose its individuality over 800 years and become more like them. Some thought it good, that they would be less disruptive and tamer. Others thought it was a sign of the slow death of beauty and imagination that seemed to plague the world. To the short lived eyes of humans though, it was going much too slowly.

The Homlish Inquisition was born of brutality. The Homlish Legion was ordered by the senate to expedite the transformation of humanity. They were to find the wise men, the conservatives, the outspoken, and silence them. A cudgel was sent to do the job old age would have accomplished quietly.

The first executions happened publicly in the colonies, but as boys watched their grandfathers murdered, and men watched their sons struck down they began to all speak out. The Inquisition had to become more cunning, using stealth and guile to find the non-conformists. Before a full blown rebellion occurred, word reached the senate in far off Homlan and they realized their mistake. They sent their fastest messengers to retrieve the generals and their legions.

After receiving the messengers from the senate they paused the executions and observed what had happened. Yes, the natives were rather upset, but it was obvious in their faces, fashions, and art that Homlish culture was becoming their own. Thus with the mistaken idea that the cudgel was responsible for the work of old age, they decided that the senate lacked the will to finish the deed. The generals had received word that they were to stop their mad slaughter and return to Homlan to explain the actions of their men. So they brought their men with them.

The coup was fast and bloody as all successful coups are. Most of the senators were killed in Republic Hall, the centre of Homlan's government. The few that escaped and their supporters were exposed and executed swiftly by the Inquisition. The decisiveness that had been turned on the Republic would be used to forge the Empire. However, the transition must first be solidified.

The rebellious generals selected their leader, William Victor Frederick, to become Emperor-General for life. As William I established his rule in Homlan, his son, William II, ensured the empire's stability in the vassal countries of Famiglia Isole, Aadeem Badiya, and Long Plains. When Victor I took his father's place at the head of the empire he decided that it was time to finish the job which his grandfather had begun. Not truly understanding the nature of running an empire nor an army, Emperor-General Victor I set to a task he didn't comprehend.

His reign is poorly remembered and he was the last Emperor-General of William's line. A distant cousin was put upon the throne and became the puppet of the generals. They understood how to manage an army, but not statecraft. The empire continued its decline while maintaining its size, its resources stretched thin. The Puppet Emperor's son, Garland II, regained control of the throne and, having grown up during his father's reign, he began the long task of mending the empire.

He was very successful and were it not for his own son, the empire might have survived its crisis state. Like the impatient senators and rebellious generals Emperor-General Garland III could not see the changes that were happening. He looked upon the history of the first purge and found that it was usually the religious figures that the people rallied around in defense of their culture. If they were removed it would greatly accelerate the unification of humanity.

This plan made Garland III consider Homlan itself. He watched as the priests of Homlan's gods took credit for the hard work of farmers, scholars, and soldiers. Once more the Inquisition was turned loose upon the populace of Homlan.

Though impatient he was not a fool nor uncharismatic. Priests of all gods began disappearing, while the Emperor-General began to subtly erode their power base. It did not take long for religion to become unpopular amongst the aristocracy. Shortly thereafter they pleaded with Garland III to permanently remove this pox from their homeland and the Emperor-General complied. Religion was made illegal, churches crumbled, all religious texts were burned, and clergy were murdered in the streets. The Inquisition found out and cleaned up those who managed to hide.

Famiglia Isole was next, but the islands had always preferred academia and science to religion, so it was only the mariners that resisted and they did so with little enthusiasm. Knowing what was coming, the priests of Aadeem Badiya redefined themselves as scholars and historians of the supernatural. When the Inquisition and Legion arrived to root out religion, to their surprise they found a situation much like they had in the islands. They moved on, but for fear of lurking inquisitors the priests retained and eventually became their disguises in truth. So the aged Garland III turned his eyes towards the colonies.

Vertlieu would be the first to be purged because its people were not nomads like the peoples of The Flats, Long Plains, and Savage Plains, nor were they difficult to root out like the Wildlings of the Tree's Teeth Mountains. Their shrines would be easily found, and their gods destroyed. Fate had a different decree.

For years Garland III had ignored the work of his father, pursuing his crusade instead of tending to his people. Plague ravaged the populace and he did not notice unless it brought whispers of godly wrath. Crops failed and he did not notice unless a priest blamed it on his blasphemy. Sailors went unpaid and he did not notice unless they spoke of storms sent by the furious gods.

When the Legion entered Vertlieu they went in too few and with too little resources. The Inquisition did its part, but its attention was split between there and problems back in Homlan. Then the Seven appeared. The Seven resisted the manhandling of the Homlish and inspired the Vertlieuans to do the same. A full blown rebellion erupted and after much fighting the Homlish Empire was thrown out of Vertlieu which was renamed Terre Des Sept in honour of the Seven Saints.

Meanwhile a scholar in Aadeem Badiya began to suggest quietly that perhaps it was time to cut ties with the empire. Saladin, as he was called, convinced the native nobility that they would be better off without having to bow to Homlan. He spoke peacefully, and he spoke gently, and with time the nobility conceded to his honour and logic. This the Inquisition could not condone. Saladin was assassinated, but the assassin was tied to Homlan. The peaceful scholar became a martyr. Some wished to wage war on the empire for this act, but calmer minds realized this was not what Saladin would have wanted. The vassal state declared its independence and renamed itself Atfaal Min Saladin. Homlan would have responded with force, but the Legion was split dealing with the Seven in Vertlieu, and the mutiny of the Homlish Navy.

Figuring that the Navy was less important for destroying religion than the Legion, Garland III had repeatedly delayed and reduced the pay of the sailors and captains. With the rebellion of Vertlieu this situation reached an all time low when some ships were given stores of food that were moldy before they were sent to out to sea. The captains would not stand for this and they declared their ships independent from the empire. Seeing an opportunity the wealthy traders of the Famiglia Isole offered the sailors a safe harbour AND pay if they would protect their assets. Fearing the loss of their closest vassal state, Garland sent the Legion to recapture the islands. The Navy stopped the too few legionnaires and pushed them back onto the mainland. In turns each major island city declared its independence from Homlan. They then tenuously joined together, out of fear of each other's economically motivated predations, forming the Stati Uniti Citta.

Forced out of their two vassal states and their most productive colony, the Homlish Empire was in retreat. The Legion was pulled back closer to Homlan's borders, and within it to keep order as rumours of revolt spread. This collapse both broke Garland III, and broke him out of his mad focus. Without passion he went about the business of fixing his empire. The Tree's Teeth Mountains and Flats were abandoned, while the Long Plains and Savage Plains were almost entirely emptied of their Homlish representatives. Garland III spent the rest of his life stabilizing the empire. He succeeded and left his son, Kale I, a nation barely clinging to life.

There is stability, but little growth, and this is the case in much of the world. The zealotry and war in the past has resulted in the destruction of much infrastructure and knowledge on all sides. The balance of power remains unsure despite 50 years for it to settle. It has been further complicated by rumours of the spread of the undead in a previously fertile part of the world. The empire has fallen and it threatens to drag down the rest of the world with it. These are the Fallen Times.

Species

There are many strange creatures that wander the world. Eagles the size of horses that are said to feast on the flesh of children. Horned lizards that can crash through a house as though it were no more than a bundle of twigs. Shadows that can rend and tear flesh as well as any great cat. The creatures of the wild and nightmare are many, but these are the creatures of civilization and reason.

Humans

There are no creatures that walk the world quite like humans. Most follow their instincts and band together to defend themselves. Most find their brothers and sisters agreeable. Most enjoy what they have. Humans do not.

There is no species as fractious, divided, and ambitious as humans. Even the orc tribes are more united in their cold fury than humans are in their burning passion. This is both their strength and their weakness. They push ever farther in all things they do, standing upon those before them and those below them. They enslave their own kind and eat from their captive's sweat. Yet they have achieved great things. An empire that spanned over half of the world. A wall that blocks off an entire nation. A powder that explodes with irresistible force when lit. Humanity has visited many horrors and wonders upon the world.

Humans have spread to cover most of the world, from the frozen forests of Nordhem to the burning sands of Badikhayat. They are incredibly varied in their abilities, some more so than others. In the land of Terre Des Sept there are people with the blood of their saints. These Saintborn are unusually graceful and charismatic. In Katei there are rumours that the children of woman and shadow run rampant in the night. These Shadowspawn can see perfectly at night and appear out of nowhere. Spread throughout the lands are also those who appear to be cousins to the drakes. These Dragonmen have scales covering their body and are naturally adept at magic. Even the more “mundane” humans are incredibly varied being in turns mighty, nimble, or brilliant. Only their own hubris can limit their potential.

Elves

The elves are creatures of old. They were born before humans, before dwarves, even before gender. For millenia they stood united in their forest kingdom Mahndor (translates as Pure Land), enjoying the wonders they found in nature and those they built with their hands. Though as time wore on, their interest waned. They had seen all the grand gestures conceivable or knew that they had been accomplished.

Their art quieted, and their majesty turned into subtlety. Their entertainment became so nuanced that noticing and creating the slight differences was the mark of skill. They no longer laughed, only smirked at the ignorance of their peers that missed the joke,

It was not until the spread of humanity that the elves found something interesting. Here was a species of naive, impatient, short lived creatures. The first encountered admired the elves and wished to live as long as they did. These firstmen used powerful magics to preserve their body in a form that was less than appealing to the eye, but they lived as long as the elves. Perhaps humans were not as naive as initially thought.

Then more followed, and more after them. There seemed to be a never ending stream of these grunting, toiling, split sexed beasts. The elves saw danger and opportunity. If the humans were allowed to continue as they did they could very well destroy the elves inadvertently. So the elves began collecting the humans and putting them to work. The firstmen began emulating the elves and they too trained humans for labour. A few elves were disgusted at both the elves and the firstmen, but it was not slavery. Slavery is a system under which people are bought and sold as property; these were humans.

This warded off the humans for a time, they no longer sought to enter elven lands. The solution ended up causing an even larger problem. Humans became a new form of prestige, their number, quality, uniqueness. Then what you could train a human to do, dance, kill, mate. Like all of elven culture the ostentatious was performed, approved, and forgotten for subtler nuances. Then something new was born of this game.

Goblins were born to human and elven mothers alike. It was found that the pairing of elves and humans resulted in the birth of a short ugly creature of unexpected strength. Though there were often twins. The goblin population was born and then bloomed at a dizzying speed. That's when a cadre of elven wizards noted that soon elves would be the minority.

This group of wizards were mages specializing in flesh magic. They resolved to come up with a solution to solve the population problem. First they attempted to convince goblin and human owners to release their animals. It became yet another subtle round of one-upmanship, and hundreds were released, but that game soon became old hat. They then persuaded the nobles to find disdain in coupling with humans. Both of these slowed the population growth of the slaves, but something more extreme would need to be done to solve the issue.

While some politicked to save elven superiority, the other flesh mages plied their trade to find a solution. They focused their efforts on the wombs of elves, humans, and goblins, altering the unborn goblin babies, their goal to make them elves. There never was a success. Instead the mages became more and more obsessed with experimenting on flesh, eventually even their own.

This came crashing to a climax when the leader of the flesh mages, Cylthus Willowsworn, accidentally created a plague that infected humans and transformed them into terrifying beasts of pure muscle. These beasts rampaged across Mahndor killing dozens of elves and hundreds of humans and goblins. The plague was stopped once all the abominations were killed, and the humans magically purged.

Oligarch Casari Suncrow, the ruler of Mahndor and all elves, declared that those responsible for the tragic death of dozens of elves must be exiled, and the means of the deaths extinguished. With that decree the notes and spellbooks of the flesh mages were put to the torch even as they, their followers, their slaves, and their families were thrown out of Mahndor. The elves of Mahndor began to call themselves High Elves to differentiate themselves from the exiled. Owning humans and goblins was made illegal, and they were all forced out of Mahndor and into Badikhayat or Lagartija Selva respectively.

The flesh mages and their followers took ships North to the islands surrounding Mahndor and renamed them Gurthesteltol (translates as Death Hope Islands). There they fractured and followed their own interests, communities of slaves and elves forming around their magical laboratories. They became known as Warped Elves because all of them had been experimented on in some fashion, the most common being the ability to see in complete darkness.

To aid in their experiments some human slaves were taught flesh magic. However this backfired when the slaves eventually rebelled, using their masters' magic against them. Though many slaves were killed, the majority escaped the islands and fled far away to a peninsula where they formed the nation of Zi You. Despite this they continue to buy slaves from Badikhayat.

The noble families of the Warped were ashamed of what the mages had done and so they fled West claiming innocence. The Innocent Elves spread throughout the lands outside Mahndor doing what they could to survive. Many felt that they were entitled to what the “lesser people” pulled from the earth. They became known as Robber Elves, though they maintain their innocence. Many of them live in the woods that dot the landscape. They have become quite proficient at covert actions, being known for their ambushes and burglary. Many merchants have had their caravans suddenly surrounded by armed Elves who take their wealth, and sometimes their companions. The captives are then sold to the slavers of Badikhayat. This behaviour gives elves a bad name, and makes the lives of more integrated elves quite difficult.

City Elves, as they choose to distinguish themselves from the other “Innocents,” are found as minorities in many cities and towns. Rather than sticking to their aloof natures, they swallowed their pride and became artisans, farmers, and guards. Some make a little headway towards gaining the respect of non-elves, but then another story of elven slavers will roll in with a devastated caravan and the goodwill vanishes.

Alongside the Innocent Elves, goblins spread across the land. Being forced into Lagartija Selva was an execution for most. They either died from the natural dangers of the jungle, or at the hands of the Cold Blooded residents. Over the course of decades they made it through the jungle, and into the dwarven mountains, Eshimcubor. Here they were once again seen as invaders and they waged an accidental war against the dwarves.

Finally breaking into the foothills of the Savage Plains the goblins remaining were hardened survivors. Most had never known Mahndor nor the relative peace of slavery. They were a people of brutal cunning bent on finding a home. Then they encountered the orcs of the plains.

Expecting a battle, the goblins once more raised their weapons. The orcs they encountered, however, were Homlish slaves and had no fight in them. Recognizing the same oppression that their forefathers faced, the goblins set to the task of freeing the orcs, and finding a home in the process.

Something that often confounds the other species (except Rootwalkers who are sexless) is the ambiguous sex of elves and goblins. Their sharp facial features seem both feminine and masculine, while their body shapes do not conform strongly to either sex. The reason for this, and not many people know it, is that elves are intersexed. They bear the genitalia and gonads of both males and females. They can impregnate or become pregnant at any time. This often causes social faux pas when a non-elf uses a gendered descriptor for an elf. Occasionally they are even lead into the embarrassment by the elf who then feigns insult, while all elves present enjoy the inside joke.

While goblins share this physical characteristic their features almost seem satirical. Where elves are tall and lithe, goblins are short and wiry. Both have well defined facial features, but goblins noses, mouths, and pointed ears all look too big for their heads. Elves have clear pale skin (though warped elves skin is a pale grey), where as goblins are a mottled greenish brown.

Dwarves

The people of Eshimcubor are a strange people. They toil constantly and steadily in their mines and forges making all manner of metalworks. They keep to themselves in their underground holds and avoid non-dwarves as much as possible. They say little and are gruff or brusque. Yet they are incredibly passionate. A non-dwarf that can find their way into the respect of a dwarf has a friend and ally they can rely on for anything.

Getting in is incredibly difficult though. Mountain Dwarves are long lived and stubborn. They watch as one culture appears and then disappears, while they remain. They have little patience to try and understand non-dwarves knowing that their culture will soon be gone. Even invaders are hard pressed to move them, because they know that the invaders shall pass, while the dwarves remain. And so they remain steeped in tradition.

There are a few dwarves willing to learn the ways of outsiders. These Hill Dwarves live closer to the surface or even have towns in the sun, the largest being Nish. They trade with whoever their neighbours may be, a dwarven hold, a human town, or an orc tribe. To accommodate this trade they do their best to be more welcoming and try to take interest in other cultures.

Dwarves are short stocky folk being 4 to 5 feet tall, but weighing around 180 pounds. Their muscles and bones are incredibly dense making them extremely hardy. They have dark thick coarse hair on their scalps and faces. Their body hair is much the same and covers their reddish brown skin that resembles the colour of clay. Their facial features are powerful and hard, often with bulbous noses and heavy brows.

Saurians

The cold blooded, or saurians as they are more commonly known, are a species of bipedal reptiles. They are varied in their abilities though almost all of them are quite nimble. Being cold blooded a warmer climate is what suits them best, but many have moved beyond their original homeland of Lagartija Selva. Though they have adapted well to the cultures of other peoples some of their traditions linger.

They have been known to eat the flesh of worthy warriors killed in battle so that they might gain the magic remaining in their flesh. This is a great honour for the eaten, and some dying warriors have asked their slayer to consume them so they might live on. This occurs even in non-warrior sections of the culture where family members will eat their dead, or offer them to a superior as a gift of flesh.

Traditionally eggs are laid in clutches at unmarked sites and then abandoned. The young must fend for themselves and make their way to a settlement which is usually not too far from the birth site. As they rarely discover the identity of their parents, each must take a name of their own in whatever method suits them though usually it is based on deed or named after someone admired. When they reach a settlement the young are then allowed to pursue any career they are interested in if they can find a mentor. Outside of their homeland of Lagartija Selva clutches are guarded by parents, or more commonly, communally by the entire saurian community in a semi-public place.

There are four kinds of saurian: lizard-folk, gecks, gators, and drakebloods. All have wide reptilian heads with broad set eyes and large mouths. Lizard-folk are the most common being around 6 feet tall and weighing about 180 pounds. They have lean muscled frames that are whip quick. Their scales are generally a pale brown green though they can vary wildly from oranges to blues.

Gecks are more lithe than most Cold Blooded and are excellent climbers. They can change their colours to match their surroundings making them excellent guerrilla fighters, though normally they are a bright green. They usually are between 5 and 5.5 feet tall, weighing about 130 pounds.

Gators are hunched, stocky swimmers with thick scales and powerful jaws. Their scales are a very dark green that can look brown or even black. Standing tall they are often around 7 feet tall, but their hunched forms make them look more like 6 feet. Their stocky frames make them average about 300 pounds.

Drakebloods also have thick scales, but are more known for their knack with magic, though some can breathe fire. The scales they wear are usually a dark red, though it is often influenced by the type of cold blooded that they come from. Geck drakebloods may have a muddy green colour with accents of red, while gator drakebloods are often brown with a reddish tinge around their mouths and underbelly. Like their scales, their height and weight depends upon their cold blooded heritage, though they are usually slightly taller than their forefather's type.

Unborn

In the land of Badikhayat the nobility are eternal. Inspired by the long lives of the elves, the aristocracy sought a way to be forever kings. With a little help from elven flesh mages, the blood priests of Badikhayat were able to devise a ritual that would allow a person to live forever. However, their bodies must first die and be reborn in the blood of one hundred lifetimes. It leaves the body unusually dry and gives them a desiccated appearance but also makes them vulnerable to fire . All bodily functions cease. There is no need to eat, drink, breathe, or sleep though they do not heal naturally. They also seem to lose some of their human vulnerability, no longer being able to become fatigued, frightened, or enraged. This makes them unnerving to behold for many.

The ritual is very costly, spiritually, physically, and financially, so only a few people can become noble unborn. Once in their life, each noble is allowed to elect one freeman to be raised into nobility (and mummification). This makes it a very important decision. Most freemen elected are extremely skilled, and almost always wealthy. They choose when they die and gain their immortality. Since many die young to retain their looks and strength, heirs and nobility are chosen rather than being based on bloodline. However, those who are born to nobility are still more likely to become nobles.

For protection and sometimes companionship in their long lives, many nobles commission the creation of a guardian. Sculpted from stone and given life through magic, guardians are sturdy and loyal to the end. They follow the orders of their masters without fault, though sometimes they can be overly literal or naive. Sometimes their noble masters become bored of their utter subservience and dismiss them giving them free will in the process. These guardians must find their own way in the world and pursue what interests them.

Orcs

The people of the Savage Plains have a very long history passed down from each tribe's storyteller to their apprentice. Which of these are true history, morality fables, legends, or some combination of the three is difficult to discern. The story that seems to be the strongest in the orc tribes is that of the Warlord's Grave.

There are ruins in the Savage Plains desert that an ancient orc warlord supposedly forged an empire from. The empire was evil, slaughtering thousands for the sake of murder and no more. What happened to the empire and its warlord differs from tribe to tribe. Some storytellers say the gods struck down the warlord. Others believe that it was heroes from far off lands who destroyed him. Then there are those that believe the warlord tore down the empire out of hate for his own people that allowed him to commit such vile acts unquestioned. What they all agree on, though, is that the people of his nation were cursed to be as oppressed as the ones they enslaved, and as deformed as the nation they built. The curse lasting until they could forge something as good as the empire was evil. After the empire fell the people split into tribes that wandered the plains seeking something, but not knowing what.

An unknown number of years later, a new threat arose from Warlord's Grave. A powerful necromancer sent out an army of the undead to conquer the Savage Plains. One by one the orc tribes were forced from their homeland and into Aadeem Badiya. Pursued by the undead they made their way through the desert kingdom doing whatever they could to survive. The Badiyans were caught unprepared and fled before the invading horde. They fought the orcs as best they could, but there were far too many of the plains people.

Emissaries were sent ahead to seek out allies. They found them in the form of the Homlish Republic. A line was drawn at a river just North of the Southern Homlish Mountains, the orc savages would not pass. There was a great battle as the orc tribes united to force their way across the river, but they were thrown back. During a lull in the battle, the orc chieftains realized that now that they were united they could most likely retake their homeland. When night fell on the battle, the orcs slunk away and began the long journey home.

The reached the Savage Plains and found it overrun with the undead. Freshly organized, and veterans of an inadvertent invasion the orcs entered battle with the undead. They fought their way to the mostly rebuilt ruins of Warlord's Grave and laid siege to the necromancer's castle. After a hard fought battle, the castle was breached and the necromancer slain at some point in the chaos.

Exhausted from the battle, and full of hope at their people's new found unity, the orcs began the task of clearing their land of corpses. Unfortunately the Homlish Republic Legion with newly inducted Badiyans chose that moment to launch their attack. They swiftly defeated the tired orcs, getting revenge for the invasion of Aadeem Badiya.

The Homlish generals saw a land that was full of opportunity, and a people too savage to dispose of their dead that littered the plains. The savages had no unified government, no industry, and no cities. Truly these subhuman creatures would benefit from the guiding hand of the Republic.

Orcs average at just over 6 feet in height and weigh about 200 pounds. Their bodies are corded with tough muscle whether they are lean or thick. They have pointed teeth most noticeable with the pair of short tusks that jut from their lower jaw. Their skin is a greenish brown the colour of dried grass, while their hair is thin and black. Their ears are long and end in points. They have flat features with noses that are so flat as to be porcine.

Rootwalkers

The elves like to think that they are the oldest people of the world, but the rootwalkers live quietly and humbly. They share their forest with the elves who respect their kin. It was only with the spread of humanity that the rootwalkers became concerned.

The humans spread across the world, conquering nature and yoking it to their will. Some humans saw the rootwalkers, the wargs, the giant eagles, and the other peoples of the forest and paid them respect. They left the woods alone out of fear or admiration. Others ignored them and the signs of habitation. They cleared huge swathes of forest in mere decades, depriving the forest people of their homes.

The wargs, being an impatient and aggressive people, wished to strike from the forest and wipe out the human settlements. The sidhe saw new players that they could use to act out their stories, and wanted to capture the humans. The eagles did not mind humans as their livestock made easy prey, but were less than enthused by archers. In the end it was the rootwalkers who the forest people listened to, deciding to consider the problem of humanity.

Rootwalkers take a very long view of life, living as long as they do, so their contemplation of humanity took centuries. In that time wargs wiped out villages, sidhe captured families for their tales, and eagles feasted upon much cattle, but there was no unified assault. Finally the rootwalkers decided that humanity must be made aware of the presence of the forest people, and this message was passed along to all the forests, jungles, and swamps of the world.

Being the most patient and understanding, the rootwalkers were elected to be the diplomats of the forest. Carefully and patiently they approached the human settlements. Recently freed from the Homlish Empire many humans were willing to listen, while others were afraid of more and less human conquerors. Irregardless of human anxieties, the rootwalkers continue to seek compromise with their human neighbours while placating their forest brethren.

Rootwalkers are usually around 15 feet tall and weigh around 1 ton. Most have four branch arms and two branch legs, but there are also those that have more limbs. Their skin is bark and their “hair” is a collection of narrow branches. Despite their size they tend to have soft voices that have a whispering quality to them even when they shout. Other than these traits rootwalkers vary greatly in appearance, usually depending upon where they are from. Those from temperate regions have a profusion of leaves sprouting from the tops of their heads in summer, while they are bare in winter. Desert rootwalker have broad fronds in the place of leaves, while rootwalkers from Nordhem have waxy needles.

Ogres

The free people of Saoradh are known for their strength, endurance, size and appetites. Ogres love food and have a culture of being gourmands. They especially love Halfling food which is why they don't try conquering the much smaller folk. This love of food has even made ogres and halflings traditionally allies in times of need and it's not unusual to see halflings and ogres enjoying each other's company.

Most ogres live in family groups centred around the family farm. They tend their mountainside fields and livestock with little care for the outside world. Some ogres, however, gain a wanderlust or seek tools that their simple subsistence farming cannot offer. These ogres often put their size and strength to work for merchant caravans that pass through Saoradh. This can take them all over the world, to the Merchant's Sea as pirates, Terre Des Sept as dock workers, or Katei as farmers. Many of these ogres settle where their work is and so it is no unusual to see an ogre in a major city.

Unfortunately some that go to Katei, voluntarily or otherwise, fall prey to ambitious Candle Keepers. These captive ogres are then mated with Shadows or shadowspawn to produce the magically inclined ohni. These ohni have the strength and resilience of ogres, but also possess minor shape shifting abilities and particular cunning, all of which make them very useful agents for the Candle Keeper and their House.

Ogres are incredibly thick set, with barrel chests, broad shoulders, and bulging biceps. Despite many having bulging stomachs, very few take ogres for fat, and those that do often regret the insinuation. They stand at about 9 feet tall and weigh around 500 pounds. They have sun darkened skin the colour of the earth so many toil in. Their hair is thin and wispy usually worn long and unkempt, or shaved to the pate. They have little body hair which shows off the plethora of scars that many ogres have. Rounded and almost soft would be how many would describe the faces of ogres. They have wide jaws, bulbous noises, and large flat teeth.

Ohni have rather different appearances. While keeping the same height, ohni are less heavy set with more balanced proportions. They have dark red skin the colour of a sunset seen through smoke. Many have two horns protruding upward from their forehead which can be between 1 and 5 inches long. Their hair is thick and dark, often with a wild look to it even when pulled into a tight hairstyle. Their faces are sharp, with pert noses and pointed ears.

Halflings

The small folk from Loisdin are a friendly lot. They tend their farms happily, sell their wares enthusiastically, and ply the Green Strait with glee. Even when they encounter trouble, their quickness is usually enough to see them through the day. This carefree attitude and reputation tends to disarm bigger folk, making them vulnerable to more predatory halflings.

Not all halflings are content with honest work and the pastoral life. Some find they are skilled with machines, their dextrous hands being able to manipulate tiny pieces with easy. Others love the waters of the Green Strait and the rivers that connect to it, so they live on houseboats trading goods along the shores. Then there are those that just have a natural need to see, hear, and do more. Many of these halflings end up in the nations of the big folk as artisans, sailors, and adventurers. Then there are those that get involved in less legal dealings.

Those same dextrous hands that are great for building, are also great for picking pockets. Experienced sailors are just as welcome aboard a pirate ship as a merchant vessel and being an excellent cook is a bonus. The desire to explore new places can push some halflings into burglary as they wonder about what could possibly require so much protection. It's not that they have been tricked into crime, they know that what they are doing is illegal, but sometimes the temptation of a good story is just too much.

Almost as much as food, halflings love stories. When caravans arrive in town they are as welcome for their stories as they are for their business. Halfling have a very orally oriented culture, they will talk about anything, and listen to anyone. In fact, just about the only time they aren't chatting idly is when they are listening to someone else talk. Sometimes this drives the big folk to annoyance, especially dwarves, but halflings know to be quiet when its needed.

Halflings are generally around 3 feet in height and 30 – 35 pounds in weight. They have builds that tend toward stocky, but lithe halflings are not overly unusual. They have curly hair which is usually worn short by both males and females. Their ears have a slight pointedness at the top. They are most well known for not wearing footwear because it bothers their hairy feet. This causes their feet to become very tough, and footwear no longer becomes necessary. Like their feet the rest of their body tends to be very hairy, though this hair is less coarse and so clothes are not an issue. Many would describe their faces as soft and youthful, almost chubby.

Drakes

Drakes have no particular culture of their own, as their natures and appetites often demand solitude. When they do meet it is often to settle disputes, peacefully or otherwise, or to mate. These small gatherings do spread tales of forebears as drakes proclaim their heritage to their potential rivals. Unfortunately this has created a sense of self-loathing that is rife in the population as the accomplishments of their ancestors have been exaggerated with time.

All a drake ever hears from other drakes is how much better their ancestors, who were “true dragons,” were than themselves. This has built a feeling that they are invalids in comparison. This drives many to act with undeserved confidence as they try to hide their insecurities, despite the fact that no one has seen proof of a True Dragon in centuries.

Some drakes find work in the communities of the smaller species, often acting as guides, protectors, or brute force. They are afforded a sense of awe and fear by the smaller species due to their size and the legends that surround True Dragons. Some take this with humility, most do not.

All drakes are about three times the size of a horse being about 12 feet long from snout to hindquarters, and often 8 feet across at the chest. They can weigh up to two tons, though many are lighter and a few heavier. Most have great wings allowing them to soar through the air, and are barrel chested where their inner fire brews. Beyond these commonalities drakes vary greatly in appearance. Some are deep reds the colour of dried blood, while others are grey and look like stone. Many have flared crests atop their heads, though some have a smooth skull. Often these details depend on where the drake makes its home.

As they can be found in most any part of the world, drakes have adapted to a wide variety of habitats. Some are long and sinewy to better navigate the relatively narrow confines of forests and cities. Others are stocky with bumpy scales so that they can blend in among the boulders in the mountains. Most are somewhere in between, living wherever they can find safety.

Magic

Magic is gained through belief in the strength of one or more of the schools. Some casters get their power like using their hands to sip from a clear lake. The power is always there, and easy to get, but there is only so much one can take at a time. Other casters use magic like using a water pump. The water gushes out most of the time, but not always and it is also tiring to work the pump.

There are ten schools of magic and each has its own traits. The school of Fire is known for its power over Fire, Destruction, and Strength. The followers of this school also are often skilled in Athletics, Tactics, Ride, Craft, and they frequently wield a Battle Axe.

The school of Water is known for its power over Water, Deceit, and Curses. The followers of this school also are often skilled in Bluff, Disguise, Haggle, Prestidigitation, and they frequently wield a Blow gun.

The school of Air is known for its power over Air, Travel, and Protection. The followers of this school also are often skilled in Ride, Survival, Athletics, Acrobatics, and they frequently wield a Quarter Staff.

The school of Earth is known for its power over Earth, Protection, and Secrets. The followers of this school also are often skilled in Bluff, Craft, Sneak, Tactics, and they frequently wield a Halberd.

The school of Metal is known for its power over Metal, Strength, and Fortune. The followers of this school also are often skilled in Haggle, Craft, Athletics, Search, and they frequently wield a Flail.

The school of Flesh is known for its power over Death, Life, and Beasts. The followers of this school also are often skilled in Ride, Craft, Disguise, Blend, and they frequently wield a Scourge.

The school of Nature is known for its power over Nature, Beasts, and Travel. The followers of this school also are often skilled in Survival, Ride, Sneak, Athletics, and they frequently wield no weapons at all, instead relying on their bodies to defend themselves.

The school of Light is known for its power over Light, Fortune, and Life. The followers of this school also are often skilled in Search, Investigate, Acrobatics, Tactics, and they frequently wield a Mace.

The school of Darkness is known for its power over Darkness, Secrets, and Death. The followers of this school also are often skilled in Search, Investigate, Prestidigitation, Sneak, and they frequently wield a Dagger.

The school of Stars is known for its power over Magic, Curses, and Destruction. The followers of this school also are often skilled in Tactics, Sneak, Ride, and Haggle, and they frequently wield a Longsword.

Regions

The world is a vast and varied place. It is full of wonders both natural and manufactured. Mountains that stretch from sea to sea. A wall made of flesh and bone that lives to defend its people. Clusters of islands with innumerable little villages. Much has been found, but there are still places yet to be explored.

Homlish Empire

The once great Homlish Empire has been pushed back to its roots. The empire is now contained in the original lands of Homlan, surrounded on all sides by natural barriers. The mightiest nation in known history once sprouted from this land, so perhaps it could happen again since its natural defenses and disciplined military make it hard to eradicate.

Unfortunately the nation has begun to stagnant due to its zealotry. The empire's belief in the power of humanity has fermented into a distrust of anything inhuman. Magic and religion are outlawed entirely, the Homlish Inquisition hunting for its practitioners. Non-humans are discriminated against receiving unfair trade, or being used as slaves. Some of them end up in the gladiator pits that many cities and towns have, fighting for their lives. These draconian behaviours were implemented and reinforced by the Legion and Inquisition.

The Legion is the only remaining might of the Homlish Empire. Though its navy is largely gone, and far fewer traders visit Homlan, its ground forces are still some of the best. The legionnaires are trained rigourously, building their strength, stamina, and discipline. Those that prove themselves are elevated to the rank of praetorian, where they maintain discipline in the ranks and act as seconds to centurions. Enforcing the rules of the Legion on their troops sometimes requires a blunt approach, and so centurions are known for being very physically capable. A praetorian that has served well and has a mind for tactics can be promoted to become a centurion. These soldiers are in charge of troop formations, and often lead their men into battle.

The Homlish Inquisition is an organization that is given free reign to uphold two directives. The first is to ensure that there is no dissent to the Emperor-General's rule. The second is to prepare other nations for conquering. The ranks of the Inquisition are filled from all over Homlan and all walks of life because the Directors of the Inquisition never know what skills will be needed. If the Inquisition approaches a person with a job offer, they usually make sure that they cannot be refused.

Homlan

The largest human city in the world is one of opulence and power. This is the seat of the once great Homlish Empire and that fact can be seen on every one of its streets. The city's lengthy history has made it so that every slum of the city was at some point the wealthy quarter. The crowded apartments of labourers are contained within worn and faded senatorial mansions. Partially crumbled statues of long forgotten heroes stand over even the humblest of communal spaces. However, this inherent wealth of the city does not apply to the citizens.

Wealthy merchants, traders, land owners, and generals surround themselves with green spaces not found in the rest of the crowded city. They fill their homes with art, gold trim, and commissioned works. Meanwhile the tradesmen and labourers get by with what they can and are more often than not happy.

The most famous and opulent section of the city is the Emperor-General's quarter. Here Emperor-Generals, and to a lesser extent wealthy senators, have built expansive mansions to please themselves. Some get torn down by one Emperor-General to build a new home, and his in turn is later destroyed.

Aside from the Emperor-General's quarter, the two most famous features of the city are the Slaver's District and the fighting pits. The Slaver's District is a section of the city where slavers and slave owners bring their wares to auction off to those interested. Slaves are brought from all over the world, and from all species, which is often the only way that many residents see non-humans. This works out well as a useful though unintentional bit of subliminal propaganda for the pro-human establishment.

The sport of combat is extremely popular amongst the Homlans. It's a regular show of the power of human might and distracts them from the weakened state of their homeland. Most taverns have a space reserved for combat in the same way that taverns in Terre Des Sept have stages for musicians. Even small taverns will have a corner dedicated to fist fights. Some are more like gladiatorial arenas that also serve food and drink, with large sunken pits for battles. Rarely are these battles lethal except in the case of accidents or specially organized fights.

The city is also a port and the former home of the Homlish Navy. Ships traveling in the Merchant's Sea would dock at Homlan to offload cargo and take on supplies. Many such ships would be delivering orc slaves from the Savage Plains. Now there is much less trade entering Homlan, as the empire is on poor terms with the UCS, and is only just rebuilding its trade with Atfaal Min Saladin.

Republic Port

The city of Republic Port is the second largest in Homlan. The city imports and exports goods to all the nations along the Soldier's Sea. However, since the collapse of the empire there has been much less trading. Instead the port has become the centre for building the new Homlish Navy, since the lumber felled in the Dark Peninsula is much closer to the city than Homlan.

Miner's Road

This well traveled road traditionally saw much ore brought to Republic Port from the mines in the Northern Homlish Mountains. Since the fall of the empire there is less demand for ore and more demand for lumber. Since this began there have been many strange attacks on the lumber transporters heading to Republic Port.

Dark Peninsula

The thick forest that covers this point of land has never been properly explored, even during the height of the Homlish Empire. It's said that the woods are haunted by many strange and foul beasts. These stories originate from woodsmen who have gone into them looking for lumber, but never returned.

Unfortunately with the mutiny of the Homlish Navy essentially wiping out Homlan's naval power, there has been a strong call for lumber to build new ships. There have been a number of disappearances among the work crews felling trees on the edges of the woods. Most of these have been workers who were alone, and so many supervisors have implemented rules requiring them to stay together in pairs at all times.

Northern Homlish Mountains

These mountains are rich with ore and help to fuel the economy of Homlan. However, they also serve a couple very important military functions. The diversity of terrain in the area allows the Legion to train its recruits in forests, rolling hills, and mountains. This helps to build the stamina and discipline that the legionnaires are known for. Additionally, the mountains block off Homlan from the Long Plains along a large section of its borders. Only in the most Northerly area of the mountains, where they become only hills, is it practical to cross them. Knowing this, the Legion long ago set up a small chain of fortresses in the mountains to keep out the tribes of the Horse Lords.

Southern Homlish Mountains

The mines in these mountains supply most of the ore that reaches Homlan. The mines are extremely old, and have been dug very deeply into the ground. Many older mines have been sealed from cave ins or after they dried up. Occasionally forgotten mines are broken into by the miners in newer mines.

Guardian Isles

The Guardian Isles are a chain of islands that surround the Homlan Gulf. Each one has a fortress located on it that defends Homlan against enemy naval fleets. However, since the fall of the empire and the mutiny of the navy, the fortresses are in ill repair, and some are unmanned.

Stati Uniti Citta

The “nation” of Stati Uniti Citta (or United City States) is an agreed upon coalition of the islands that formerly made up the Homlish Empire's primary vassal state. While ruled by the Homlans the islands were able to focus on their trades and as such became extremely skilled artisans and inventors. They were also frequently the stops for merchants traveling between the Soldier's Sea and the Merchant's Sea which allowed the cities to make money for little effort through taxation and fees.

When the Homlish Navy mutinied because they went unpaid, many ship captains found their way into the pockets of wealthy individuals from the islands. Years later, when the Homlish Empire sent a force to reconquer the islands the newly invented black powder weapons were used to great effect, despite their small numbers, and the invasion was repelled.

These new and effective weapons have begun to slowly spread across the world, but only the most skilled artisans are able to properly craft the firearms and the black powder recipes used are well guarded trade secrets. Only the scholars of Atfaal Min Saladin have been able to reverse engineer the technology.

There are 4 city states in the islands: Nord, Centro, Gruppo, and Gigantesco. Although publicly each claims brotherhood with the others, privately they wage “secret” war on each other and themselves. Nobles from each will hire mercenaries to attack nobles from other cities, their own city, and often their own guild. The islands are a hotbed of constant politics, espionage, and subterfuge. The only thing they can agree on is their hate for Homlan.

Fortezza

Fortezza, while technically a subordinate state of Centro, survives independently of the other cities. It's able to do this because many of the ship captains of the former Homlish Navy landed here and conquered the native populace. The ships, sailors, and soldiers that make their home here are mercenaries through and through. However, they also have a certain bizarre loyalty to the islands born of a combination of their love for the freedom their home gives them, and the money the cities will pay them in times of dire need.

Quarto Isola

The island city of Quarto Isola is the fourth smallest island in the chain that makes of the Stati Uniti Citta. Originally founded as a mining colony under Homlish rule the community has since become a manufacturing hub. The city itself has grown to the point of covering most of the island. Now there is little grazing land left and much of the population are fed from fungal based foods grown in the older mines.

Many of the mineshafts dried up long ago and lie supposedly empty. However, there are some that are officially used for storage, and others that are used to grow the fungus which feeds the majority of Quarto's population. It's also said that some of the poorest people living on the island live in the forgotten tunnels, surviving off the fungus and flooded depths.

The city is divided into seven districts titled A through G. A is the administration district where the island is officially ruled from. B covers all of the mines, both active and abandoned. C is the residential district where the wealthier citizens of the island live. D is specifically for the non-human residents of the island as some of Homlan's pro-human beliefs still exist in the city's legal system. E is the ever dwindling farm land of the island, though the admins for the district are trying to get fungal farms rolled into their jurisdiction. F covers the harbour and the fisher folk who live on the island. Last but far from least is the slowly growing G district which has control over the craftspeople and their guilds. While officially district A runs the city the reality is that district G's wealth buys just as much power as A legally controls.

Of legal note in the city are the Profit Syndicates (more colloquially known as gangs) and the weapons pass. The PS run the city's interior occurrences. If it doesn't interfere with the island's business with the outside world then A doesn't really care. Corruption is widespread amongst the island's administration and law enforcement, though it's not unknown for the authorities to come down hard on any PS that disrupts the island's cash flow.

Part of ensuring the cash flow, as A sees it, is the weapons pass. Other than small blades, ostensibly for utility purposes, no weapons are permitted to be carried outside of the home. “Weapons” were initially defined as “blades larger than four inches in length” however a “stop and examine” clause was quickly added allowing law enforcement to detain any individual carrying a “suspicious” AND “potential” weapon. This in turn lead to the weapons pass, a small slip of vellum stating that the person listed on the note is permitted to carry weapons. With the island's rough and tumble reputation these passes are much sought after and often forged. However the passes are difficult to obtain and are solely given to those who have the political sway to acquire them, limiting them to the nobility and the military (but only officers). There are of course ways around this but those found owning a forged weapons pass or impersonating the rightful owner of a weapons pass are executed, which is to say nothing of the forgers gruesome fate. Those found carrying weapons are fined and the offending object confiscated.

Tesseris Eksousies

The small island of Tesseris Eksousies is an abnormality in the fact that it has never been conquered, nor has any nation laid claim to it. This is in part to the mystery of the island and its inhabitants, and in part to the skills of the inhabitants themselves. The people of the island are extremely isolationist. There is a single port that foreign ships are allowed to dock at, and only under the most dire of circumstances. The foreigners are not permitted off their ships, and the punishment for leaving can be as dire as execution. These laws help to maintain the strict caste system that is enforced in the culture.

The nation has a strict caste system with the 4 schools of spell casters (fire, water, earth, air) all being equal, while non-casters are completely subservient. Casters are not permitted to marry or mate outside of their caste, especially with non-casters, though bastards are not unheard of. When a person is found to have casting ability, no matter how young or old, they are immediately forced into a spell casting academy that matches the element they have shown power over.

Despite their isolationist policies, casters are allowed to freely travel outside of the nation, and indeed much of their culture's legends are based on travelers. These travelers encounter the many “bizarre” creatures and cultures of the wider world, then return to the paradise that is their homeland. Some of the terrifying beasts are recognizable to foreigners, such as wargs or giant scorpions, but are given attributes they might not naturally have due to the exaggerated nature of legends. However, not all are negative, and indeed many of these mythical creatures are worshiped by the Eksousiens for their perceived traits.

Polikyrios

The capital city of Tesseris Eksousies and the only place where foreigners are permitted, though they must remain on their ships except under special considerations. The Council of Four rule the island from this city, with the grand caster of each caste taking one of the 4 positions on the council. Non-casters are entirely unrepresented except, occasionally by one of the other castes.

Loisdin

The land of Loisdin is a peaceful land that has remained largely untouched by war even when it was officially under the rule of the Homlish Empire. Part of this is that halflings are not war like by nature, and will most often accede to any invaders, giving them the resources they seek. Crops can be regrown, but a life cannot be replaced. The other reason that Loisdin remains safe is its close relationship with the ogres of Saoradh. Those that threaten the small folk are likely to get smashed by a half ton block of muscle.

Cathair

The port town of Cathair is the largest in all of Loisdin. Although it's located in the halfling homeland, the small folk are actually a minority in the town. Most of its residents are sailors and merchants passing through on their way to larger ports. If a halfling needs something that their local smith can not craft, this is where they go.

Halfling Hills

The hills that cover most of Loisdin are populated by the majority of the halfling population. They live in small farming communities amongst the rolling hills. Their homes are made from stone and thatch, or are built right into the hillsides.

Green Strait

The Green Strait separates Loisdin from the Flats. Its green waters are home to many fish which help support the local economy. Most of the villages that line the strait are populated by fishermen, but some will act as ferries for the right price.

Saoradh

This small region on the edge of the Flats is well known for its forest, hills, and resident ogres. The region has long had significance because of its easily defensible nature and containing the only land bridge between Terre Des Sept and Homlan. This has caused numerous skirmishes throughout the years as the Homlish Empire sought to control the region, specifically the land bridge, while the ogre residents continually struck out at their occupiers from the unconquerable hills.

Tachd

Once an outpost of the Homlish Empire, Tachd has become the largest per capita grouping of ogres in the world. Tachd has always been of strategic importance being located on the only land bridge between the Flats and the Long Plains. After the Homlans retreated back across the plains, the ogres moved in. Now the town is run by a group of ogres and halflings who charge a toll for anyone wishing to use the land bridge. Those that try to sneak past are quite likely to get caught by an ogre patrol and soundly thrashed.

For anyone looking to hire an ogre, this is the place to go. There are always ogres who have been struck by wanderlust and have come down from the mountains seeking a profitable way out of Saoradh. Most find work guarding caravans which can take them wherever they desire to go.

Ogre Hills

In the hills and mountains of Saoradh are the farms of the ogres. They live in caves and simple hillside huts tending their livestock and crops. They have little to worry about because the mountains are a difficult place to live and travel in for any not born there, and even then few are foolish enough to harass an ogre, even ones that are just farmers.

Terre Des Sept

The Land of the Seven is a large, fertile nation recently freed from the Homlish Empire. They are followers of the Seven Saints, heroes who helped bring freedom to Terre Des Sept and cultivated its growth once it gained that freedom. The Seven Saints represent the virtues of love, justice, prosperity, peace, enjoyment, confidence, and respect. It's been noted that those who follow a specific saint, can trace their lineage to a saint, or simply live in the saint's favoured province all have common traits.

Those who have a connection to the saint of love are known for physical beauty, skillful sex, and dark hair and eyes. Rape is their most severe crime and their motto is "Love as you will." Those who have a connection to the saint of justice are known for sternness, determination, woad tattoos, hard features, and their motto is "All deeds are justly rewarded." Those who have a connection to the saint of prosperity are known for financial acumen, cunning, and their motto is "Everything is an opportunity." Those who have a connection to the saint of peace are known for patience, agreeability, and their motto is "Life should not be a constant struggle." Those who have a connection to the saint of enjoyment are known for savouring everything, soft features, curiosity and their motto is "Make the mundane magical." Those who have a connection to the saint of confidence are known for being skilled, hard working, and their motto is "Make great all you do." Those who have a connection to the saint of respect are known for being friendly, negotiating, and their motto is "Every skill contributes."

Heirs are matrilinear because only they guarantee royal blood. Thus eldest daughters are the heirs. This is mimicked by the peasantry, creating a matriarchal society. The royal bloodline is directly descended from the union of the saints of confidence and justice.

Despite the feats of the Seven, there are pagans that live outside of the main society, usually in secluded hills and valleys. They never had much contact with the Homlish Empire, so they don't see why the seven are so special. The old gods of the pagans are creatures of Nature's Revolt. They roamed the land more freely before the spread of humanity.

The kingdom is split into seven regions each with one of the Seven as its patron. Though the saints united it, there are still small regional skirmishes especially near unofficial borders. Recently the last of the Seven, Peace, has passed away, and many are unsure if the nation will survive under the rule of the Queen without support from the Seven.

Saintborn are the descendents of the Seven Saints. The saints were not chaste individuals (especially Love) and their children's children make up a sizeable portion of the population. The nobility especially have a high percentage of saintborn. The purest Saintblood can be found in the Royal line who were spawned from the union of Justice and Confidence.

Raider's Strait

Often the Norse raiders cross this stretch of water in their longships to pillage the coastal villages. The Coast Guard's Road was built along its length to defend the peasants of the area. Unfortunately, this strait is also the only way to the North Sea without sailing into the frigid waters North of Nordhem. Merchant ships passing through the strait often hire escorts for fear of the Norse.

Zi You

The nation of Zi You was founded by escaped test subjects and assistants who had worked with and been worked on by the Warped Elves. After their slaves' revolt, they traveled until they found a home in a sparsely populated land North of Badikhayat. They were lead there by three flesh mages who had been assistants to the Warped Elves. These mages and their followers eventually developed into the Family of Blood, the Family of Sweat, and the Family of Tears. Blood focus their magics and efforts towards the art of war. They often create monstrosities, either by “stitching” together creatures and then manipulating their flesh, or by doing the same to human volunteers. Volunteering to become such an abomination is considered a great honour, though some are pressured into doing so by their families. Sweat focuses their efforts on building and improving society. They manipulate the flesh of livestock to be more nutritious, while also improving the endurance and strength of volunteer workers. Tears focus their efforts on healing and repairing damages done. Often they act as mediators and level heads for the nation. Despite their unity against slavery and the Warped Elves, the nation is ruled by an oligarchy of the three Families with lots of political maneuvering amongst them.

Within the last 100 years, the high mages of each of the three houses sacrificed themselves to create the Living Wall. They did this to wall off their homeland's peninsula because they didn't want to watch their people be re-enslaved by the undead that destroyed Gang Kou. They did this against the wishes of their house leaders, who continued to squabble amongst themselves as the undead drew nearer. The wall they created is a living organism of unknown intelligence. It has teeth, mouths, arms, tendrils, eyes, ears, and is generally a wall of nightmare made flesh.

Katei

The land of Katei has a terrain that is quite varied for its small size. The North contains rugged hills and forests, while the Southern half has another forest, but also an extensive swamp and plain. Being almost entirely surrounded by water, there are many fishing villages on its coasts, however Katei is most well known for its nobility.

Nobles in Katei are obsessed with perceived honour. Families structure their lives around preserving and improving face in front of their peers. For the men this means becoming samurai, learning the arts of war (horsemanship, archery, and sword play), and following the orders of their superiors. Women's ability to maintain their family's honour solely involves serving first their parents, and then their husband.

There are a few men and women who instead of pursuing their traditional roles, become spell casters known as shugenja. These few have the strength of belief necessary to wield magic; Earth, fire, water, air, and metal in the case of houses Kokuo, Tora, Ishigame, and Tatsu, while Houses Fukuro and Suneku shugenjas are known as candle keepers for their use of the magics of light and darkness. They are most often sent to their House's shugenja academy, though some families will refuse to send daughters as it is not their role.

Families and individuals that lose their honour will do their best to remedy the situation. For minor slights this may require the offender, or the head of the offender's family, to offer themselves in duty to the person they offended. The offended party can then request any single task of the person, including seppuku, but asking too much may cause an informal loss of face. For major slights the same individual will very often commit seppuku voluntarily or be ordered by their superior to do so.

For all houses, retaining the most face is of highest importance, however, houses Fukuro and Suneku are known as the “Shinobi Houses” and are known to commit many dishonourable acts. They manage to get away with these acts because they ensure that their agents are deniable assets. If a shinobi house agent is caught in an abhorrent act they are expected to commit suicide before they can be questioned, and their actions will be denied vehemently by their superiors.

Katei is not a large nation and the divided houses frequently battle one another. Usually these are small clashes between individual samurai or political maneuverings at court, but occasionally larger battles occur. These larger battles can range from small groups of samurai battling, to full war between houses.

Shufu

The capital of Katei is located on a river connecting to the North Sea. This is the only port where foreigners are permitted to dock because of Katei's strict isolationist policies. The city also receives many ships from within Katei itself and is the home of the Katein navy.

Being the capital of the nation, Shufu is the home of Katei's divine Emperor. He rules over both his house, House Kokuo, and all of Katei. His commands are carried out by his magistrates and clerks who are most often from within his own house. However, the Emperor is often a figurehead following the suggestions of his advisers. The advisers are chosen by the Emperor from any house of Katei, unfortunately honour most often requires an Emperor to retain the advisers assigned by his father or regent.

Tora

This city, like all the other large cities of Katei, is named for its ruling house. House Tora is known for three things: training skilled cavalry, great skill at politics, and an astounding arrogance. The first two have made House Tora very powerful in Katei through the many battles in the nation's past, and through political machinations during peace. The city is unofficially known as the secondary capital of Katei because in past occasions where Shufu became unsafe for the Emperor, the Imperial Court was temporarily moved to Tora at the suggestion of Toran advisers. Their standard is a black and orange tiger on a brown field.

Tatsu

House Tatsu has some of the most impressive libraries in the world and this gives the house a much deserved reputation for academia. Most of these are located in and around the city of Tatsu, most often in one of the several shugenja academies in the area. These academies are what gives house Tatsu its other most well known skill, which is magic. While most houses have a single shugenja academy, Tatsu has five, one for each element wielded by the shugenja. These academies are so impressive that even the odd spell caster from Tesseris Eksousies has come to investigate them. Some wealthy families of other houses even send their spell casting scions to at least one of the shugenja academies, though very few can afford to attend all five elemental academies. However, Tatsu families may attend at a lower cost. Their standard is a gold or yellow dragon on a red field.

Ishigame

House Ishigame are uncouth, dirty, and ferocious... according to the other houses. It is true that Ishigame cares little to nothing for court politics. They are blunt and are not trained to keep a level head, both of which make them awful courtiers for the most part. The reason for this is that their house was founded to defend all of Katei from invaders trying to cross the land bridge and the creatures living in Bakemono Swamp. They spend their youth learning to survive in the swamp and training to fight on foot, as horses are nearly useless in the muck. This task is often extremely dangerous, but the ranks defending the nation must remain strong. Thus House Ishigame has the most low born raised to samurai of any house. Their standard is a black turtle on a green field.

Suneku

House Sunkeu are known to be treacherous, cunning, and spiteful. They have some of the most skilled courtiers in their midst, and have an arrogance that rival's House Tora's pride. Unlike Tora, however, they do not hold honour in such high regards. Of all the houses, Suneku is the one most likely to commit an act worthy of seppuku. Every other house knows this, and Suneku is aware of their reputation. They like to show off their skill by making it blatantly obvious to any who care to look that they have done something despicable, but they do so in a way that makes the act unsuitable for reprisal. This method of operation is only possible because of Suneku's multitude of skilled ninjas. While other houses may have covert agents, only Suneku is rumoured to have a secret ninja school hidden in the hills and valleys of their land. Many of these ninja are shadowspawn “created” by the candle keepers of the house, or bought from House Fukuro. Their standard is a black snake on dark blue field.

Fukuro

Like House Tatsu, Fukuro are known for their skill with magic. However, Fukuro focus not on the five founding elements (as Tatsu calls them) but on the oppositional elements of light and darkness. Their belief is that without light there could be no shadow, and without darkness we would never know when we were in the light. Their most feared use of this magic is the summoning and control of shadow beasts. These monsters appear as shadows in the shape of great hunting felines with tentacles so dark no light reflects from them. As the various skills of candle keepers are much in demand, house Fukuro are known for being extremely mercenary in their behaviour. Their standard is a white owl on a black field.

Badikhayat

The nation of Baikhayat is most famous for its eternal kings, slaves, and monuments. Although the nobility of the nation can potentially live forever, this makes them all too aware of their true mortality. Many commission grand projects that could take decades to complete because they can see these projects through. However, just as many fail in their completion of such projects and there are many half built ruins that have become forgotten.

These monuments are always built on the backs of slaves, and Badikhayat is the main place to buy slaves in the North, sometimes even eclipsing Homlan's slave district. This puts them at odds with their Zi You neighbours, but since that nation has walled itself off, it is of little concern to the mummy kings. What is of greater concern are the undead North of the Grey Desert. Many fear that the undead will cross the desert without fear of dehydration and conquer Badikhayat. However, the quarreling nobles cannot unite long enough to contemplate this problem.

Mahndor

The “Pure Land” is the original home of all elves. Now those that remain distinguish themselves from the outcasts by calling themselves “High Elves.” The nation is largely covered by forest and is surrounded by the Inner Sea, North Sea, and Quiet Sea. This has made sailing very important to the nation, which has a powerful navy. The nation is ruled by the Oligarch Casari Suncrow who has ruled since before the time of the Warped Elves' exile.

Kanoost

The capital city of Mahndor is the centre of elven culture. All other cities turn their eyes for examples of fashion, art, and music. The oldest buildings, which predate the Homlish Empire, are beautiful structures, with spires stretching smoothly into the sky. Such grand gestures have long since passed into unpopularity among the elves and the newer buildings are all very simple, and purposeful. Their beauty comes from the subtle details and their function. Only the palace of the oligarch has the same sweeping power of the ancient buildings, but the interior decorations favour the discrete modern styles.

Cirost

This port town is the home of Mahndor's Inner Sea navy. It is also one of the largest ports on the Inner Sea. Both of these qualities make Mahndor's Navy the most powerful on the Inner Sea, and one of the most power on the Outer Seas. However, for ships to travel from Cirost to Harmaost they must pass through Pain Lake and the border of Lagartija Selva. Doing so puts them at great risk of attack from the Cold Blooded.

Anorost

This town lies on the edge of the Bone Dust desert and is often the departing location for caravans traveling to and from Badikhayat. It is the best place to stop for the supplies and guides necessary for crossing the unforgiving desert. The rare creatures and plants that grow in the desert can also be found here for sale.

Gurthesteltol

The multitude of islands North of Mahndor are home to the exiled Warped Elves. The name of the region can translate to either “Death's Hope Isles” or “Hope's Death Isles.” On these scattered lands the elven flesh mages, their followers, and their test subjects eke out a hard living. There is no central government in the islands with most settlements existing as farming communities that surround a mage's or group of mages' laboratory. These settlements are controlled by the flesh mages at the centre of them, though they rarely take any action regarding their followers. The mages generally stay in their laboratories except when their experiments and research are interrupted because of lack of materials or outside interference.

Rhanaost

This port city is the only settlement that resembles a town. Here is where the followers of the flesh mages barter with merchants for resources that their masters require. Outsiders also come here to purchase the creations that the mages are willing to sell.

Lagartija Selva

The jungles and swamps of Lagartija Selva are home to the cold blooded and many other fierce beasts. The cold blooded live in temple cities that are ruled by city kings. These kings are guided by their priests who have the second most authority in the culture. Warriors have the next most authority. Since cold blooded never know their parents or children, the heir is selected by the current king whenever he chooses. The selection may be anyone, though usually it is a priest or a warrior.

Cities are formed around temples, which always have a sacrificial purpose. They worship the power of blood and flesh. The magic contained within the living form that makes life possible. They make regular sacrifices of prisoners of war to show how powerful they are, and to release the magic of life back into the land. The more impressive the sacrifice the more powerful it is. In dire times citizens, priests, and even royalty may be sacrificed.

Their other sacred sites are where egg clutches are traditionally and routinely placed. These sites are unmarked as tradition dictates. By nature, their eggs are abandoned after being laid in a clutch. This has caused a state of constant skirmishes with the elves of Mahndor. The battles are fought along the shores of Pain Lake, the rivers connected to it, and the swampland around it. The elves want the land for development, while the cold blooded use the many locations in the swamp as birthing sites. The cold blooded fight by ambushing elven soldiers, and then disappearing back into the jungle.

The cold blooded typically adorn themselves with the skins and feathers of the beasts in their homeland. The most skilled wear the skulls of the giant terror lizards as helmets. Such acts of bravery and skill form the basis of their art which revolves around the tales of their heroes carved in stone.

Eshimcubor

The land of the dwarves is a rugged one, covered with snow capped mountains and green hills. The mountains are rich with ore and this gives the dwarves their livelihood, metalworking. However, there is much more to the dwarves as their passion and persistence finds them in most every craft. Dwarven poets are said to be some of the most moving for the emotion that they give every word.

To the North lies Lagartija Selva and the Cold Blooded. The dwarves care little for the saurians as they are not interested in trade other than blood. Occasionally though their mines can break into dwarven tunnels that lie like veins under the mountains and this can lead to conflict. Generally the dwarves take a patient stance, eventually the invaders grow bored of the battle and seek excitement elsewhere.

Ineth

The capital of Eshimcubor is a massive fortified stronghold located underground. There are a few entrances to the above world, but all are secret and only known to the dwarves. The city is home to the dwarven parliament which meets once a year to discuss the issues facing each dwarven hold. Each hold sends a single representative and may bring a single grievance to the gathering. The meeting is not adjourned until every grievance has been settled. Often this takes days due to the stubborn and passionate nature of dwarves, and it is quite common for them to take their meals and naps in the parliamentary hall. Occasionally this leads to drunken brawls during particularly heated debates, and so weapons are not permitted in the hall.

Nish

The only dwarven settlement primarily above ground and readily available to non-dwarves. Here is where the hill dwarves trade with the other races for what they need. Often other peoples come looking to purchase dwarven metalworks, however, the amount of time and effort that dwarves put into every craft makes them quite expensive. When combined with dwarves general distaste for others, the prices can be very steep.

Chaang Bor On

The land of the elephant people is a peninsula stretching off of the Savage Plains. The human nation is ruled over by a king who is selected through bloodline. The populace is well known for their symbiotic relationship with the elephants native to their land and the Savage Plains. The great beasts fill the tales, history, and religion of the people. This symbiosis stretches into every aspect of life; farming, transportation, and war. The elephant riders of Chaang Bor On are legendary among the militaries of the world for having held off the Homlish Legion at Sam-Lak. Despite this well known tale of history, those who have never before seen an elephant or mammoth often believe they are but fairy tales like giants, shadow beasts, and mermaids.

Grung

The capital of Chaang Bor On has many splendid buildings which the added might of trained elephants have helped to build. However, the port city is better known for its seedier side. Having few affiliations with other nations, Grung is often a centre of pirate activity. The port thrives as stolen riches pass between hands.

Sam-Lak

Sam-Lak is a heavily militarized town. On the border of Chaang Bor On it is strategically located at the bottle neck to the nation amongst the hills. It is the primary home of the elephant cavalry that the nation calls on in times of need.

Atfaal Min Saladin

The nation of Atfaal Min Saladin was once the second oldest vassal state of the Homlish Empire. Throughout this relationship they managed to maintain their culture, though they lost their religion during the Inquisition's purge. To avoid the religious purges of the Homlish Empire, religious figures in the region transformed themselves into experts on the supernatural. Maintaining their culture had the side benefit of preserving a great deal of knowledge, especially of the supernatural, that would have otherwise been destroyed by the Homlish. Despite this preservation of arcane knowledge they share the Homlish belief humans are superior to others. This is what causes the unusually low number of spell casters within the nation.

Even during the height of the Homlish Empire this nation has always been equally ruled by a queen and a king. These royal members can be husband and wife, father and daughter, brother and sister, queen and noble, etc. They can be any two people so long as one has royal blood, and they are a man and a woman. This is done to get a balanced perspective on governance, and many times the calm head of one ruler has prevented the rash actions of the other, while the initiative of one ruler has spurred the passive one to action.

One such action that was not prevented by both rulers has lead to an ongoing feud between Atfaal Min Saladin and Terre Des Sept. One ruler believed that the Seven Saints were demons seeking to dispose the righteousness of humanity after she was very badly and very publicly embarrassed by the Saint of Love. This belief was not quelled by the other ruler who was afraid of his partner, and also occupied with the fallout of the Empire's collapse. This lead to a crusade against Terre Des Sept that cost Atfaal Min Saladin greatly. Not only did it deplete the nation's resources (which it is beginning to recoup), it also gave the nation a reputation of zealotry which is in competition with its reputation of academia set out by its namesake.

Long Plains

The Long Plains is, as the name suggests, a long proportionally narrow area of plains that stretches from Atfaal Min Saladin in the South to Saoradh in the North. The area is claimed by the Homlish Empire, and no other nation has formally declared sovereignty over the land, but the empire's presence is minimal and those living in the area must fend for themselves.

Horse Lords

The biggest threat to those living in the Long Plains are the Horse Lords. They are a nomadic people traveling throughout the plains in tribes ranging from the size of a couple families to the size of an army. They follow the food across the plains, living in collapsible bone and hide huts. Unsurprisingly they are masters of horsemanship and quite possibly the best light cavalry in the world. They quite often use these skills to take what they want and need from other tribes and less nomadic people. Usually this is just food, goods, and tools, but sometimes includes slaves as well. There are three main tribes on the plains: Hawk, Bison, and Bear.

Hawk is the most feared as they answer to no one, and almost never negotiate. They sweep into a region taking all they want, and selling anything they don't. When they approach a settlement the residents are instantly on edge because even if they had peaceful dealings with Hawk previously, such as buying their stolen goods and selling them supplies, there is no guarantee that they won't raid the town this time around.

Bison is the least feared as they are well known for their economic acumen. Unlike the other large tribes they understand the concept of buying low and selling high. Their frequent travels along the plains make them the only trade that some of the small settlements receive. This causes many to forget that they aren't simply an extra large merchant's caravan, and many a bandit has regretted attacking these horse lords.

Bear tribe consider themselves conquerors. They surround settlements that they come across and expect tribute. They ask only for what the settlement can give, but if they suspect the town is trying to trick them, or if the town refuses to pay, they raid the village and take everything. Those that do pay receive an additional boon: they are considered a protectorate of the Bear tribe. This means that if there is trouble in or approaching the settlement, such as Hawk tribesmen or a lack of people to bring in the harvest, the townsfolk can send for aid to Bear. The horse lords are then obligated by their customs to send an appropriate response force.

Crosston

This city is the largest settlement in the Long Plains, laying on the borders of the Homlish Empire and Atfaal Min Saladin, but independent of both. The city is a very cosmopolitan one as its position on a major crossroads brings in peoples from all over the world. While the population is largely human, those humans come from many different nations, and there is no small amount of any race, even drakes and saurians. The trade of the city is facilitated not only by its crossroad location, but also because it is located on the Orc Head River which connects to the Inner Sea, bringing trade across the water from far off nations like Badikhayat and Mahndor.

The city is ruled by a council made up of various business leaders in the community and a governor selected by the council. The council includes the captain of the town guard, the head of the city bank, the port master, the chair of the tradesmen guild, the chair of the mage's guild, and the chair of the “locksmiths'” guild. The city's governor is chosen by the council from any of the local landholders. The current mayor, Elan Ofhomlan, is a surprise to all as he was elected through voter division and a pair of throwaway votes. He is surprising many by being at the least a competent governor.

Crooked Tree Crossroads

This crossroads is a familiar but bizarre sight for many. All the trees near it are bent towards the North. Some speculate that the small lake to the South may have something to do with this phenomenon.

Tree's Teeth Mountains

This mountain range is incredibly dense and nigh impenetrable. With thick forests and rugged mountains, no roads pass through them. However, they are home to the Hillfolk whose home necessitates that they be skilled hunters and trackers. They keep to their mountains, living in stone and thatch cottages, and worship the natural and supernatural that surround them. Outsiders who try to pass through or into their lands often find themselves ambushed and harried by the Hillfolk who are distrustful. Stealing from outsiders is their only source of iron and steel, and they have a very primitive level of manufacturing.

Cirque Du Soldat

A common sight on the Long Plains are the brightly coloured patchwork tents of the Cirque Du Soldat. This circus travels around the plains, and occasionally farther, performing for the residents near their current stop. However, they also perform odd jobs that the residents pay them for. These can range from assisting with building a house, to robbing a house, to eliminating a gang of robbers. The circus was founded by deserters and losers from many different armies, so when they come to town a wide variety of skills are brought with them. Not all of those skills are constructive, but they are almost always used at least once on every stop.

The Flats

The Flats are a large expanse of flatlands stretching from Loisdin to the North Sea. The southern area is a vast savannah called the Drylands, while the northern section are plains known as the Freefields. The area is best known for its residents, the nomadic Plains Runners.

Plains Runners

The people of the plains are comprised of numerous hunter gatherer tribes. They travel on foot following food sources as the seasons change. However, they often form temporary villages of huts, and it is not uncommon to find empty villages that will fill when the next tribe moves in. They are governed by village elders, and have no larger social structure. This is because they do not believe in nationwide policies and alliances. A village elder can know the feelings of all the people they represent, but a monarch cannot.

Most disputes within and between tribes are solved through peaceful discussion. Sometimes though a fight breaks out or an agreement cannot be reached. In these cases ceremonial battles are fought by champions representing the involved parties. These battles are decided by fights to the yield between village champions and are usually fought with spears, javelins, and shields.

Their legends and spiritual beliefs are centred around the powers of the plants and animals of their homeland. Those that know the stories and can call upon the power of the spirits are known as grass speakers. One of the oldest stories they tell is of how the plains peoples came to the Flats. It is said that they migrated to the Flats to escape from a ruler that had conquered their homeland. Rather than bow down to him, or die resisting, they fled and didn't stop until they found a new home much like their old one.

Drylands

As their name implies, the Drylands have little water. This huge savannah is home to many magnificent and unusual animals. The plains tribes live here in the wet season to avoid the killing cold that is found in the Freefields to the North. At this time of the year the tribes do most of their trading and negotiating with merchants and neighbouring nations.

Freefields

The Freefields are the wetter, colder section of the Flats. During the summer season the tribes of the plains follow the migrating animals here, out of the Drylands. It is during these times that the plains people are most isolated from other cultures as few are willing to cross the savannah during the hottest time of the year.

The Meeting Place

This land mark can be seen from miles away. Twelve 50 foot menhir stand in a circle atop what is said to be the only hill in the Flats. Ancient torch sconces have been carved into stones and when lit they bring light to the surrounding area and the gathering within. The hill contains an amphitheater that is worn with the use of ages. While primarily used by the Plains Runners to hold gatherings of the tribes, it has also seen use by many other other groups including a meeting between the Homlish Empire and the tribes, and even a Norse Thing was held at the site.

Bonelands

This fertile area of land is believed to be empty of sentient life. Formerly a section of Zi You, the problem began roughly 100 years ago when reports of walking corpses and skeletons traveled to the the nearby towns with traders. Those in the larger cities of the area were not especially concerned because the flesh mages of Zi You often produced zombies to aid in manual labour, and the mummies of Badikhayat could potentially be mistaken for skeletons.

Then there came reports of empty villages that showed signs of struggle. Some of them had makeshift barricades as though they knew something was coming. The 4 Houses of Zi You sent out magistrates and soldiers in search of the bandits, most likely robber elves, who had wiped out the towns. The magistrates either did not return or found nothing.

The truth of the crisis became known when Gang Kou was suddenly set upon by an army of the undead. In a single day of bloodshed and desperate fighting the city was overrun and the populace slaughtered or scattered. From these few survivors word reached Shou Du and Ahlan, from there the tale changed and spread across the rest of the world.

Now the region is an empty spread of bountiful land dotted by empty villages and walking dead. Only the most desperate pass through the region hoping to reach the Living Wall and gain entrance to Zi You. However, many are turned away with the wall guards being the last to see them alive.

Ruins of Gang Kou

This once thriving port city is now nothing but burnt ruins. There are no first hand accounts of the current state of the site, but sailors foolhardy enough to go near on their way to Ahlan have claimed to see shapes moving amongst the rubble. What is known for sure, is that on many nights strange shadows, that are so dark as to absorb light, can be seen emanating from the dead city.

Grey Desert

This desert marked the traditional border between Badikhayat and Zi You. After the exodus of the region, few venture across the sands. Those who do enter the Grey desert walk its ash coloured sands looking to capture the giant scorpions that are native to the area. While difficult train, they make excellent war beasts and many are bought by adventurers, mercenaries, generals, and gladiatorial arenas.

Savage Plains

For more than a thousand years the Savage Plains were under the control of the Homlish Empire. However, in all that time there was never a concerted effort to civilize the region. Instead the Homlish simply hoped that their presence would help to show the orcs what was possible when they were willing to lift themselves out of the dirt. The constant enslavement of orcs and their forced reeducation was just another step in that direction.

When the empire began to crumble, the Savage Plains was the first region abandoned. Most of the legionnaires were pulled out to be moved to areas that were more important to hold. While the region has never declared its independence and the empire has never officially given up its claim, it is apparent to any sensible person that the region is no longer part of the Homlish Empire.

Endeavour

This mining town was the hub of business for the Savage Plains for hundreds of years. Great slave auction houses were built that often rivaled the ones in Homlan. The city expanded with the coin brought in by slave and ore traders.

With the independence of Atfaal Min Saladin, formerly Aadeem Badiya, the Savage Plains became cut off from the rest of the Homlish Empire. Most of the legionnaires stationed in Endeavour were called back to secure Homlan. As the flow of slave and ore traders dried up, suddenly the garrison found themselves severely outnumbered by the oppressed peoples.

All the slaves were set free, though slavery was not formally outlawed. Many of the orcs and goblins left the mostly empty city, though some stayed to continue working their former slave positions for pay. This has allowed the garrison leader, centurion Blake Smithson, to remain in control of the town, though he must continually broker deals between the merchants, traders, and workers to keep the town running.

Warlord's Grave

The ruins here are at least as old as the Homlish Empire, and there is evidence that they were built upon even older ruins. Being located on a raised plateau of rock in the middle of a desert makes the ruins quite defensible if one has enough water. Despite this advantage, orc tribes give the ruins and the desert that contains it a wide berth. Even bandits are loath to enter them because of the rumours that they are haunted.

Bloody Canyon

The stone of this canyon has a reddish orange tinge to it, which lends to the name. However, most believe that it is called such because of all the corpses that lined the bottom when the Homlish Legion arrived at the Savage Plains to tame the orcs. If they bothered to ask why there were so many corpses, the orcs would have told them that there was a great battle where the united orc tribes forced hundreds of undead over the canyon cliffs to destroy them.

Hero Woods

These woods are named as such because they have a long history of harboring guerrilla warriors. Orc legends say that they were used by resistance fighters against the Warlord of old, and against the Necromancer that forced the orcs from the plains. Homlish Empire records also show that the forest was avoided by the Legion because of frequent ambushes from goblins and orcs.

Frontier Road

This road, like so many, was laid by the Homlish Empire. It was built to better facilitate the transportation of slaves and ore from the Savage Plains back towards Homlan. Once Aadeem Badiya declared its independence this road fell into disuse, and has not been maintained well.

Dwarf Road

The road that leads from Endeavour to Nish serves primarily as a means to transport ore and tools between the towns. Many farmers bring their crops to the dwarves who will often pay a higher price for them than the local humans, orcs, and goblins. In return farmers are able to buy tools of superior quality from the dwarven forges.

Nordhem

This island is as cold and unforgiving as the god of the Norse peoples. Covered in snow and ice for most of the year, those that live here eke out a meager existence. They survive on subsistence farming which is tended by the women and slaves. These settlements are each ruled by a thane who inherited his role from his father. When a decision is made that affects a great number of the settlements, then a Thing is held where every freeman is allowed to cast a vote on the matter.

Meanwhile the fighting men take their longships across the Raider's Strait to pillage the villages along the coasts of Terre Des Sept. Sometimes they go further a field, attacking merchant ships in the Soldier's Sea and the North Sea. It has even been said that they occasionally reach Chaang Bor On. They steal whatever they can get their hands on whether coin, tools, or people. They keep what they need, and sell what they don't at North Port.

In battle they are incredibly fearsome, having trained since childhood and raised on tales of glorious combat. Most frequently they fight with shield and sword or axe, while wearing leather armour or mail stolen in raids. Most terrifying of the Norse warriors are the berserkers who enter a battle fury that makes them impossible to kill. While in this rage they kill whatever foe they see, and have even been known to catch people fleeing on horseback.

The Norse worship two gods Father Cold and Mother Storm. He teaches that only the strong survive the cold dispassion of winter, and she teaches that only the clever survive the tumultuous rage of storms. Only Father Cold has dedicated priests known as coldhands who call upon his blessings with their frost blackened hands. Mother Storm has no need for clergy because every sailor says a prayer to her, including non-Norse seamen that are familiar with her wrath.

North Port

Like many ports this is a town that is rough around the edges to put it lightly. It is the primary port for pirates of the Soldier's Sea and North Sea. Many less than pleasant things can be bought here including poisons, slaves, and rare ingredients. However, there are also legitimate businesses here as well that cater to ships and sailors who are not welcome in nearby Terre Des Sept.

Father Cold's Forest

The massive forest that covers roughly half of Nordhem is poorly explored. Most Norse stay near the coasts, only venturing to the wood to gather timber to build ships. Only the coldhands and their initiates enter the forest's depths.

]]>fullThe Fallen Times PrefaceWed, 02 Aug 2017 23:43:03 +0000The Fallen Times is a fantasy setting for a Fantasy Craft campaign that I ran from 2012 to 2013. It's not the best setting, there's a lot of reductionist versions of real world cultures. I was trying to make a kitchen sink setting so that players could make just about any archetypal fantasy character they could imagine, AND also take advantage of Fantasy Craft's many character creation options.

So why am I posting it? Several reasons.

One is that despite its flaws there ARE parts of the setting that I'm proud of. Cirque Du Soldat became a well developed culture thanks to Christine's character. I had a lot of fun with the relationship between the Halflings and the Ogres. Homlan provided some conflicted heroes and treacherous villains.

Next is that I had a lot of fun GMing (and for two sessions PCing) this world. Christine, Mara, Will, Anthony, and Colin were all PCs in the campaign and would later be on You Don't Meet In An Inn. They all had very interesting characters from Christine's mercenary burglar circus performer who became touched by foreign gods, to Anthony's Homlish inquisitor who was often conflicted between what was good for his people and his people. Christine is even writing a novel loosely based on the character she played.

Speaking of writing, I also want to share some of the fiction beyond the setting document that I created to flesh out one of the game's major NPCs. I always enjoy side stories written by players that show a character's hidden thoughts or events that happened "off screen."

Lastly is that there has been interest in my GMing notes for the podcast. While this campaign was never recorded I thought that there might be some interest in my history as a GM.

I hope you find the following material interesting.

-Austin

]]>The Fallen Times is a fantasy setting for a Fantasy Craft campaign that I ran from 2012 to 2013. It's not the best setting, there's a lot of reductionist versions of real world cultures. I was trying to make a kitchen sink setting so that players could make just about any archetypal fantasy character they could imagine, AND also take advantage of Fantasy Craft's many character creation options.

So why am I posting it? Several reasons.

One is that despite its flaws there ARE parts of the setting that I'm proud of. Cirque Du Soldat became a well developed culture thanks to Christine's character. I had a lot of fun with the relationship between the Halflings and the Ogres. Homlan provided some conflicted heroes and treacherous villains.

Next is that I had a lot of fun GMing (and for two sessions PCing) this world. Christine, Mara, Will, Anthony, and Colin were all PCs in the campaign and would later be on You Don't Meet In An Inn. They all had very interesting characters from Christine's mercenary burglar circus performer who became touched by foreign gods, to Anthony's Homlish inquisitor who was often conflicted between what was good for his people and his people. Christine is even writing a novel loosely based on the character she played.

Speaking of writing, I also want to share some of the fiction beyond the setting document that I created to flesh out one of the game's major NPCs. I always enjoy side stories written by players that show a character's hidden thoughts or events that happened "off screen."

Lastly is that there has been interest in my GMing notes for the podcast. While this campaign was never recorded I thought that there might be some interest in my history as a GM.

This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

If you want to hear the setting creation episodes for this game you can find the first episode of our Microscope series here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:16:27yesfantasy,rpg,world,play,dungeon,actualfullDungeon World Playthrough Part 3 - Quarter To DrunkSun, 16 Jul 2017 03:09:57 +0000This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

]]>This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

If you want to hear the setting creation episodes for this game you can find the first episode of our Microscope series here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

If you want to hear the setting creation episodes for this game you can find the first episode of our Microscope series here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:48:36yesfantasy,rpg,world,play,dungeon,actualfullDungeon World Playthrough Part 1- Kobold Sympathizer Sat, 22 Apr 2017 19:55:59 +0000This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

]]>This week You Don't Meet In An Inn heads to a world of magic, orcs, and swords as we begin our campaign which will stretch over several games! Join Christine Blight, Austin Ramsay, Will, Jason Kang, and Erin Rodgers as they explore Dungeon World!

If you want to hear the setting creation episodes for this game you can find the first episode of our Microscope series here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:53:44yesfantasy,rpg,world,play,dungeon,actualfullOne Ugly Mother****er Playthrough- Eggs and BreakySun, 09 Apr 2017 03:57:20 +0000You Don't Meet In An Inn has some trouble with a freudian individual who is quite unattractive! Join Christine Blight, Jason Kang, Austin Ramsay, and Scott as they do battle with a ghastly opponent while trying to complete their mission objectives!

Please take a couple minutes to fill out the survey Jason mentioned in this episode to help us better understand our audience and improve the show!

'Unbelievable Macho Bullshit' is by Derek Chappell and is available here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com

]]>You Don't Meet In An Inn has some trouble with a freudian individual who is quite unattractive! Join Christine Blight, Jason Kang, Austin Ramsay, and Scott as they do battle with a ghastly opponent while trying to complete their mission objectives!

Please take a couple minutes to fill out the survey Jason mentioned in this episode to help us better understand our audience and improve the show!

'Unbelievable Macho Bullshit' is by Derek Chappell and is available here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Jason's twitter here!

]]>01:11:52yescomedy,rpg,action,actualplay,oneuglymotherfuckerfullMicroscope Playthrough Part 3- Oops I Did It AgainSun, 26 Mar 2017 17:52:34 +0000Here at You Don't Meet In An Inn we turn history on a whim this week! Join Christine Blight, Austin Ramsay, Scott, and Will Walsh as the shape the history of a fantasy world in Microscope!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:47:20yesfantasy,rpg,actualplay,microscopefullMicroscope Playthrough Part 1 - Making and Unmaking The WorldWed, 22 Feb 2017 14:03:25 +0000Here at You Don't Meet In An Inn we turn history on a whim this week! Join Christine Blight, Austin Ramsay, Scott, and Will Walsh as the shape the history of a fantasy world in Microscope!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>01:09:38yesfantasy,rpg,actualplay,microscopefullUnbelievable Macho Bull**** Playthrough- Decadent American Capitalist ManMon, 06 Feb 2017 17:28:14 +0000You Don't Meet In An Inn turns BAD (SO BAD) this episode as Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers play villains! All they want to do is remake the world in their image but their nemesis BANK MANAGER keeps foiling their efforts! How long will they be able to survive against a foe as persistent as capitalism?

Please take a couple minutes to fill out the survey Jason mentioned in this episode to help us better understand our audience and improve the show!

'Unbelievable Macho Bullshit' is by Erika Chappell and is available here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com

]]>You Don't Meet In An Inn turns BAD (SO BAD) this episode as Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers play villains! All they want to do is remake the world in their image but their nemesis BANK MANAGER keeps foiling their efforts! How long will they be able to survive against a foe as persistent as capitalism?

Please take a couple minutes to fill out the survey Jason mentioned in this episode to help us better understand our audience and improve the show!

'Unbelievable Macho Bullshit' is by Erika Chappell and is available here!

You can follow us on Twitter here, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page or subreddit for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Jason's twitter here! You can find Erin's twitter here!

]]>01:16:27yescomedy,rpg,villains,actualplay,unbelievablemachobullshitfullOpen Legend Playthrough Part 11- Ultimate Dad MoveSun, 29 Jan 2017 02:52:15 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:16:40yesopen,rpg,play,legend,actualfullOpen Legend Playthrough Part 10- The Family That Slays TogetherSun, 15 Jan 2017 05:00:00 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:03:01yesfantasy,rpg,play,actual,openlegendfullOpen Legend Playthrough Part 9- Wu Tang CaveSun, 08 Jan 2017 05:00:00 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:21:22yesfantasy,rpg,play,actual,openlegendfullOpen Legend Playthrough Part 8- Goth OffSun, 18 Dec 2016 04:32:15 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:22:37yesopen,rpg,play,legend,actual,tabletopfullOpen Legend Playthrough Part 7 - A Slight MurderMon, 12 Dec 2016 22:28:50 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:47:09yesopen,rpg,play,legend,actual,tabletopfullOpen Legend Playthrough Part 6- The Secret Of Crap IslandSun, 27 Nov 2016 13:31:17 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:28:50yesopen,rpg,play,legend,actual,tabletopfullOpen Legend Playthrough Part 4- Can We Ziggur-Not?Tue, 15 Nov 2016 02:06:43 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:23:05yesopen,rpg,play,legend,actual,tabletopfullOpen Legend Playthrough Part 3- Dropping The MikeSun, 06 Nov 2016 12:14:01 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:31:27yesfullOpen Legend Playthrough Part 2- Incomprehensible StoriesSun, 30 Oct 2016 11:36:32 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:21:37yesfullOpen Legend Playthrough Part 1- Flaming Monkey TornadoSun, 23 Oct 2016 09:50:07 +0000Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find...

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>Shipwrecked on an island You Don't Meet In An Inn steps into a mysterious jungle in hopes of finding a way home! Join Christine Blight, Mara Dyne, Scott, Austin Ramsay, and Erin Rodgers as they get dragged into a conflict they never expected to find... 'Open Legend' is by Seventh Sphere Publishing, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! You can find Mara's NSFW twitter at https://twitter.com/MaraDyne You can find Erin's twitter at https://twitter.com/mediumknight]]>01:19:00yesfullDread Playthrough Part 2- Ravenous WinterSun, 16 Oct 2016 08:23:29 +0000Welcome to You Don't Meet In An Inn's annual Halloween Horror! This year we bring you a tale of Dread! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they visit a cabin in the woods to have a lovely weekend getaway...

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Welcome to You Don't Meet In An Inn's annual Halloween Horror! This year we bring you a tale of Dread! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they visit a cabin in the woods to have a lovely weekend getaway... 'Dread' is by Epidiah Ravachol, and is available here! Epic Unease Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ The Dread Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Unnatural Situation Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Static Motion Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Quiet Panic Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>31:52yesfullDread Playthorough Part 1- Finger Lickin' GoodSun, 09 Oct 2016 09:21:38 +0000Welcome to You Don't Meet In An Inn's annual Halloween Horror! This year we bring you a tale of Dread! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they visit a cabin in the woods to have a lovely weekend getaway...

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Welcome to You Don't Meet In An Inn's annual Halloween Horror! This year we bring you a tale of Dread! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they visit a cabin in the woods to have a lovely weekend getaway... 'Dread' is by Epidiah Ravachol, and is available here! Epic Unease Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ The Dread Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Unnatural Situation Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Static Motion Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Quiet Panic Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:14:07yesfullDŌ: Pilgrims of the Flying Temple Playthrough Part 2- The Unstoppable ArrhythmiaSun, 02 Oct 2016 10:03:27 +0000

In a strange plane of existence filled with floating planets and numerous troubles there's always something exciting for the flying pilgrims to try and fix! Join Timothy Kayode Alabi, Christine Blight, Austin Ramsay, and Erin Rodgers as they try to find their true paths in 'DŌ: Pilgrims of the Flying Temple!'

'DŌ: Pilgrims of the Flying Temple ' is by Daniel Solis, and is available here!

You can find Erin on twitter @mediumknight

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>

In a strange plane of existence filled with floating planets and numerous troubles there's always something exciting for the flying pilgrims to try and fix! Join Timothy Kayode Alabi, Christine Blight, Austin Ramsay, and Erin Rodgers as they try to find their true paths in 'DŌ: Pilgrims of the Flying Temple!' 'DŌ: Pilgrims of the Flying Temple ' is by Daniel Solis, and is available here!

You can find Erin on twitter @mediumknight You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

'DŌ: Pilgrims of the Flying Temple ' is by Daniel Solis, and is available here!

You can find Erin on twitter @mediumknight

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>In a strange plane of existence filled with floating planets and numerous troubles there's always something exciting for the flying pilgrims to try and fix! Join Christine Blight, Timothy Kayode Alabi, Austin Ramsay, and Erin Rodgers as they try to find their true paths in 'DŌ: Pilgrims of the Flying Temple!' 'DŌ: Pilgrims of the Flying Temple ' is by Daniel Solis, and is available here!

You can find Erin on twitter @mediumknight You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>53:40yesrpg,play,actualfullMermaid Adventures Playthrough Part 7- The Fin-aleSun, 11 Sep 2016 05:08:07 +0000Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!'

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!' 'Mermaid Adventures' is by Eloy Lasanta, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:02:15yesfullMermaid Adventures Playthrough Part 6- Gangs Before BangsSun, 04 Sep 2016 03:54:27 +0000Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!'

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!' 'Mermaid Adventures' is by Eloy Lasanta, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:19:29yesfullMermaid Adventures Playthough Part 5- Even Bad Men Love Their MommasSun, 28 Aug 2016 07:24:57 +0000Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!'

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!' 'Mermaid Adventures' is by Eloy Lasanta, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:34:17yesfullMermaid Adventures Playthrough Part 4- I'd Fish MeSun, 21 Aug 2016 08:29:59 +0000Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!'

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!' 'Mermaid Adventures' is by Eloy Lasanta, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:27:20yesfullMermaid Adventures Playthrough Part 3- Between A Rock And A Sharp PlaceSun, 14 Aug 2016 07:02:43 +0000Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!'

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!' 'Mermaid Adventures' is by Eloy Lasanta, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:32:49yesfullMermaid Adventures Playthrough Part 2- Hook, Line, And SinkerSun, 07 Aug 2016 04:00:00 +0000Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!'

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!' 'Mermaid Adventures' is by Eloy Lasanta, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:12:53yesfullMermaid Adventures Playthrough Part 1- The Mean ReefsSun, 31 Jul 2016 11:22:21 +0000Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!'

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Deep under the ocean waves lies a world filled with danger, adventure, and a whole lot of mermaids! Join Christine Blight, Jeremy Large, Niamh Malcolm, Austin Ramsay, and Andrew Schaefer as they band together for some 'Mermaid Adventures!' 'Mermaid Adventures' is by Eloy Lasanta, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:29:28yesfullThe Fifth World Playthrough Part 2- Licking FrogsSun, 24 Jul 2016 12:14:07 +0000Civilization as we know it is no more. The flora and fauna have retaken the world and our family must find its place amongst them. Join Christine Blight, Mara Dyne, Colin Johnson, and Austin Ramsay as they try to live within 'The Fifth World'.

'The Fifth World' is by Jason Godesky, and is available here: http://thefifthworld.com/

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Mara's NSFW twitter here: https://twitter.com/MaraDyne

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Civilization as we know it is no more. The flora and fauna have retaken the world and our family must find its place amongst them. Join Christine Blight, Mara Dyne, Colin Johnson, and Austin Ramsay as they try to live within 'The Fifth World'. 'The Fifth World' is by Jason Godesky, and is available here: http://thefifthworld.com/ You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Mara's NSFW twitter here: https://twitter.com/MaraDyne If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:33:53yesfullThe Fifth World Playthrough Part 1- The Water BornSun, 10 Jul 2016 10:20:19 +0000Civilization as we know it is no more. The flora and fauna have retaken the world and our family must find its place amongst them. Join Christine Blight, Mara Dyne, Colin Johnson, and Austin Ramsay as they try to live within 'The Fifth World'.

'The Fifth World' is by Jason Godesky, and is available here: http://thefifthworld.com/

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Mara's NSFW twitter here: https://twitter.com/MaraDyne

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>Civilization as we know it is no more. The flora and fauna have retaken the world and our family must find its place amongst them. Join Christine Blight, Mara Dyne, Colin Johnson, and Austin Ramsay as they try to live within 'The Fifth World'. 'The Fifth World' is by Jason Godesky, and is available here: http://thefifthworld.com/ You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Mara's NSFW twitter here: https://twitter.com/MaraDyne If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:33:30yesfullThe Quiet Year Playthrough Part 4- Dead of WinterSun, 03 Jul 2016 05:28:09 +0000The Jackals have been forced away from our community. Now Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers must do what they can to build their home in this actual play of 'The Quiet Year'.

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Erin's twitter here: https://twitter.com/mediumknight

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! ]]> here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Erin's twitter here: https://twitter.com/mediumknight If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! ]]>01:19:04yesfullThe Quiet Year Playthrough Part 3- The Fall Of MargarineSun, 26 Jun 2016 05:49:09 +0000The Jackals have been forced away from our community. Now Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers must do what they can to build their home in this actual play of 'The Quiet Year'.

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Erin's twitter here: https://twitter.com/mediumknight

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! ]]>The Jackals have been forced away from our community. Now Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers must do what they can to build their home in this actual play of 'The Quiet Year'. 'The Quiet Year' is by Avery McDaldno, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Erin's twitter here: https://twitter.com/mediumknight If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media! ]]>01:20:32yesfullThe Quiet Year Playthrough Part 2- Those Lazy-Hazy-Crazy Days of SummerSun, 19 Jun 2016 04:00:00 +0000Roll up all of your sleeves and get to work!

The Jackals have been forced away from our community. Now Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers must do what they can to build their home in this actual play of 'The Quiet Year'.

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Erin's twitter here: https://twitter.com/mediumknight

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

]]>Roll up all of your sleeves and get to work!

The Jackals have been forced away from our community. Now Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers must do what they can to build their home in this actual play of 'The Quiet Year'. 'The Quiet Year' is by Avery McDaldno, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Erin's twitter here: https://twitter.com/mediumknight If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!

The Jackals have been forced away from our community. Now Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers must do what they can to build their home in this actual play of 'The Quiet Year'.

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Erin's twitter here: https://twitter.com/mediumknight

If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>You reap what you sow. The Jackals have been forced away from our community. Now Christine Blight, Jason Kang, Austin Ramsay, and Erin Rodgers must do what they can to build their home in this actual play of 'The Quiet Year'. 'The Quiet Year' is by Avery McDaldno, and is available here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Erin's twitter here: https://twitter.com/mediumknight If you'd like to support the podcast please rate and review us on iTunes, or share us with your friends on social media!]]>01:27:07yesfullMagister Lor Playthrough Part 4- Magister BoreSun, 05 Jun 2016 07:34:53 +0000Within the sanctum of the last strelai G.M. Austin Ramsay takes players Christine Blight, Niamh Malcolm, Andrew Schaefer, and Scott through a tale of danger, duty, and family.

'Magister Lor' is by John Harper (https://twitter.com/john_harper), and is currently available for free here: http://www.onesevendesign.com/ladyblackbird/magister_lor.pdf

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on itunes, or share us with your friends on social media!]]>Within the sanctum of the last strelai G.M. Austin Ramsay takes players Christine Blight, Niamh Malcolm, Andrew Schaefer, and Scott through a tale of danger, duty, and family. 'Magister Lor' is by John Harper (https://twitter.com/john_harper), and is currently available for free here: http://www.onesevendesign.com/ladyblackbird/magister_lor.pdf You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on itunes, or share us with your friends on social media!]]>01:20:07yesfullMagister Lor Playthrough Part 3- Tiny Murder BeastsSun, 29 May 2016 04:00:00 +0000Within the sanctum of the last strelai G.M. Austin Ramsay takes players Christine Blight, Niamh Malcolm, Andrew Schaefer, and Scott through a tale of danger, duty, and family.

'Magister Lor' is by John Harper (https://twitter.com/john_harper), and is currently available for free here: http://www.onesevendesign.com/ladyblackbird/magister_lor.pdf

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on itunes, or share us with your friends on social media!]]>Within the sanctum of the last strelai G.M. Austin Ramsay takes players Christine Blight, Niamh Malcolm, Andrew Schaefer, and Scott through a tale of danger, duty, and family. 'Magister Lor' is by John Harper (https://twitter.com/john_harper), and is currently available for free here: http://www.onesevendesign.com/ladyblackbird/magister_lor.pdf You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on itunes, or share us with your friends on social media!]]>01:16:03yesfullMagister Lor Playthrough Part 2- Bound With BloodSun, 15 May 2016 06:42:20 +0000Within the sanctum of the last strelai G.M. Austin Ramsay takes players Christine Blight, Niamh Malcolm, Andrew Schaefer, and Scott through a tale of danger, duty, and family.

'Magister Lor' is by John Harper (https://twitter.com/john_harper), and is currently available for free here: http://www.onesevendesign.com/ladyblackbird/magister_lor.pdf

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer

If you'd like to support the podcast please rate and review us on itunes, or share us with your friends on social media!]]>Within the sanctum of the last strelai G.M. Austin Ramsay takes players Christine Blight, Niamh Malcolm, Andrew Schaefer, and Scott through a tale of danger, duty, and family. 'Magister Lor' is by John Harper (https://twitter.com/john_harper), and is currently available for free here: http://www.onesevendesign.com/ladyblackbird/magister_lor.pdf You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. You can find Andrew's photography work here: https://www.facebook.com/andrewcschaefer If you'd like to support the podcast please rate and review us on itunes, or share us with your friends on social media!]]>01:26:32yesfullMagister Lor Playthrough Part 1- Welcome To The SanctumSun, 08 May 2016 04:00:00 +0000Within the sanctum of the last strelai G.M. Austin Ramsay takes players Christine Blight, Niamh Malcolm, Andrew Schaefer, and Scott through a tale of danger, duty, and family.

'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>Welcome Alpha Complex citizens to an actual play of ‘Paranoia Fifth Edition’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Tristan Clark to a place where you should always be looking over your shoulder. 'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:16:24yesfullParanoia Playthrough Part 3- Disarming Friends Sun, 24 Apr 2016 09:10:56 +0000Welcome Alpha Complex citizens to an actual play of ‘Paranoia Fifth Edition’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Tristan Clark to a place where you should always be looking over your shoulder.

'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>Welcome Alpha Complex citizens to an actual play of ‘Paranoia Fifth Edition’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Tristan Clark to a place where you should always be looking over your shoulder. 'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page(https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit(https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:28:32yesfullParanoia Playthrough Part 2- Failure To DieMon, 18 Apr 2016 05:49:38 +0000Welcome Alpha Complex citizens to an actual play of ‘Paranoia Fifth Edition’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Tristan Clark to a place where you should always be looking over your shoulder.

'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>Welcome Alpha Complex citizens to an actual play of ‘Paranoia Fifth Edition’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Tristan Clark to a place where you should always be looking over your shoulder. 'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:20:10yesrpg,paranoia,actualplayfullParanoia Playthrough Part 1- Send In The Clones Sun, 10 Apr 2016 06:21:52 +0000Welcome Alpha Complex citizens to an actual play of ‘Paranoia Fifth Edition’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Tristan Clark to a place where you should always be looking over your shoulder.

'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>Welcome Alpha Complex citizens to an actual play of ‘Paranoia Fifth Edition’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Tristan Clark to a place where you should always be looking over your shoulder. 'Paranoia Fifth Edition' is by West End Games, and is currently unavailable for purchase online. However the owners of the Paranoia license recently had a kickstarter for a new edition. You can find the details of that here: http://www.mongoosepublishing.com/rpgs/paranoia.html You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:18:37yesscifi,rpg,play,actual,paranoia,playthroughfullEngine Heart Playthrough Part 4- Fire SaleSun, 03 Apr 2016 06:08:47 +0000In this actual play of ‘Engine Heart’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them.

'Engine Heart' is by Viral Games Publishing, and is available to purchase online here!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>In this actual play of ‘Engine Heart’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them. 'Engine Heart' is by Viral Games Publishing, and is available to purchase online here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:39:08yesfullEngine Heart Episode 3- I Have No Mouth And I Must ShopSun, 27 Mar 2016 04:51:58 +0000n this actual play of ‘Engine Heart’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them.

'Engine Heart' is by Viral Games Publishing, and is available to purchase online here!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>n this actual play of ‘Engine Heart’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them. 'Engine Heart' is by Viral Games Publishing, and is available to purchase online here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:05:01yesfullEngine Heart Playthrough Part 2- Comedy of ERRORSun, 20 Mar 2016 04:21:40 +0000In This actual play of ‘Engine Heart’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them.

'Engine Heart' is by Viral Games Publishing, and is available to purchase online here!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com

You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>In This actual play of ‘Engine Heart’, G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them. 'Engine Heart' is by Viral Games Publishing, and is available to purchase online here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:34:45yesfullEngine Heart Playthrough Part 1- RobolonleySun, 13 Mar 2016 05:00:00 +0000In this actual play of 'Engine Heart', G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them.

'Engine Heart' is by Viral Games Publishing, and is available to purchase online here!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>In this actual play of 'Engine Heart', G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh, and Jas into a world without humans, filled with the robots who miss them. 'Engine Heart' is by Viral Games Publishing, and is available to purchase online here! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:22:22yesfullDogs In The Vineyard Playthrough Part 5- Don't Screw With DemonsSun, 06 Mar 2016 05:00:00 +0000Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here!

Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree? 'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here! Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:22:00yesfullDogs In The Vineyard Playthrough Part 4- Throw The Book At HimSun, 28 Feb 2016 05:00:00 +0000Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here!

Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree? 'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here! Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:28:15yesfullDogs In The Vineyard Playthrough Part 3- Sin'll Find You OutSun, 21 Feb 2016 05:00:00 +0000They're not called Watchdogs for nothing!

Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here!

Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

]]>They're not called Watchdogs for nothing!

Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here! Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

Three ride alone into the face of darkness, guided only by the King Of Life in this actual play of Dogs In The Vineyard

Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here!

Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

]]>

Three ride alone into the face of darkness, guided only by the King Of Life in this actual play of Dogs In The Vineyard

Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here! Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

]]>01:33:25yesfullDogs In The Vineyard Playthrough Part 1- On The Right PathSun, 07 Feb 2016 05:00:00 +0000Three ride alone into the face of darkness, guided only by the King Of Life in this actual play of Dogs In The Vineyard

Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here!

Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work!

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

]]>Three ride alone into the face of darkness, guided only by the King Of Life in this actual play of Dogs In The Vineyard

Austin Ramsay takes players Christine Blight, Mara Dyne, and Jeremy Large to the town of Fairbrook to preserve the faith and faithful. Can the dogs catch the scent, or are they barking up the wrong tree?

'Dogs in The Vineyard' is written by Vincent Baker, and is available to purchase online here! Mara is active on Twitter, and can be found @Maradyne. Twitter is too sexy for work! You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands

You can follow us on Twitter @Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

]]>The explosive finale!

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands You can follow us on Twitter @Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>This school is turning into hell! GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>01:40:47yesfullMonster Hearts Playthrough Part 10- GOOD NEWS, BITCHSun, 17 Jan 2016 05:00:00 +0000Scumbag Abigail

**Just as a heads up, there's some pretty uncomfortable interactions between Gail and Albert in this episode!**

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands

]]>Scumbag Abigail

**Just as a heads up, there's some pretty uncomfortable interactions between Gail and Albert in this episode!**

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>Webster's Dictionary defines "murder" as.... GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:40:53yesfullMonsterhearts Playthrough Part 8- Mortal EnoughSun, 20 Dec 2015 08:46:06 +0000Humans being humans, dating humans

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>Humans being humans, dating humans GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>01:56:52yesfullMonsterhearts Playthrough Part 7- It Got WeirdSun, 13 Dec 2015 08:26:28 +0000GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:41:33yesfullMonsterhearts Playthrough Part 6- Daddy IssuesSun, 06 Dec 2015 07:08:22 +0000If you have issues and you know it, clap your hands!

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>If you have issues and you know it, clap your hands! GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>01:29:11yesfullMonsterhearts Playthrough Part 5- Hell Of A TripSun, 29 Nov 2015 12:37:00 +0000Let's get lucky independently of one another

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>Let's get lucky independently of one another GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>01:39:42yesfullMonsterhearts Playthrough Part 4- Lesbinati ConfirmedSun, 22 Nov 2015 10:28:11 +0000#OpiumDenChic

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>#OpiumDenChic GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>01:15:17yesfullMonsterhearts Playthrough Part 3- Cute ChemicalsTue, 17 Nov 2015 12:13:11 +0000God bless Yahoo answers and why boners.

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>God bless Yahoo answers and why boners. GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands]]>01:36:14yesfullMonsterhearts Playthrough Part 2- A Hairy SituationSun, 08 Nov 2015 07:53:29 +0000VERY SUBTLE SYMBOLISM

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>VERY SUBTLE SYMBOLISM GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:38:10yesfullMonsterhearts Playthrough Part 1- Back To SchoolSun, 01 Nov 2015 07:50:05 +0000World building abound!

GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'.

'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here!

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands

You can follow us on twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>World building abound! GM Austin Ramsay schools players Christine Blight, Jason Kang, Sarah Larock, and Benjamin Mitchell through the horrors of high school in this actual play of 'Monster Hearts'. 'Monster Hearts' is written by Avery McDaldno, and is available to purchase online here! Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow Ben runs a delightfully strange journal "Beyond Borderlands" of the weird, paranormal and the occult. More information can be found here: https://www.facebook.com/BeyondBorderlands You can follow us on twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.]]>01:30:53yesfullPoor Unfortunate Foals Playthough Part 3- Moo FriendsSun, 25 Oct 2015 09:03:01 +0000GM Sarah Larock leads players Christine Blight, Austin Ramsay, Stewart, and Milo through the darkness of the Everfree Forest in Poor Unfortunate Foals.

Poor Unfortunate Foals is made by the anonymous posters on 4chan's /tg/ and /mlp/ boards. The content is organized by Mac Stableman who can be found on twitter here: https://twitter.com/MacStableman Information about and download links for the game can be found here: http://1d4chan.org/wiki/Poor_Unfortunate_Foals

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more infomation at https://www.facebook.com/WritingRainbow

You can follow us on twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

My Little Pony, My Little Pony:Friendship is Magic, and all related characters are owned by Hasbro. This is a fan-based parody. Please support the official material.]]>GM Sarah Larock leads players Christine Blight, Austin Ramsay, Stewart, and Milo through the darkness of the Everfree Forest in Poor Unfortunate Foals. Poor Unfortunate Foals is made by the anonymous posters on 4chan's /tg/ and /mlp/ boards. The content is organized by Mac Stableman who can be found on twitter here: https://twitter.com/MacStableman Information about and download links for the game can be found here: http://1d4chan.org/wiki/Poor_Unfortunate_Foals Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more infomation at https://www.facebook.com/WritingRainbow You can follow us on twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. My Little Pony, My Little Pony:Friendship is Magic, and all related characters are owned by Hasbro. This is a fan-based parody. Please support the official material.]]>43:59yesfullPoor Unfortunate Foals Playthrough Part 2- Pony CentipedeSun, 18 Oct 2015 09:57:11 +0000Changes and changelings.

Poor Unfortunate Foals is made by the anonymous posters on 4chan's /tg/ and /mlp/ boards. The content is organized by Mac Stableman who can be found on twitter here: https://twitter.com/MacStableman Information about and download links for the game can be found here: http://1d4chan.org/wiki/Poor_Unfortunate_Foals

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more infomation at https://www.facebook.com/WritingRainbow

You can follow us on twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

My Little Pony, My Little Pony:Friendship is Magic, and all related characters are owned by Hasbro. This is a fan-based parody. Please support the official material.]]>Changes and changelings. GM Sarah Larock leads players Christine Blight, Austin Ramsay, Stewart, and Milo through the darkness of the Everfree Forest in Poor Unfortunate Foals. Poor Unfortunate Foals is made by the anonymous posters on 4chan's /tg/ and /mlp/ boards. The content is organized by Mac Stableman who can be found on twitter here: https://twitter.com/MacStableman Information about and download links for the game can be found here: http://1d4chan.org/wiki/Poor_Unfortunate_Foals Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more infomation at https://www.facebook.com/WritingRainbow You can follow us on twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. My Little Pony, My Little Pony:Friendship is Magic, and all related characters are owned by Hasbro. This is a fan-based parody. Please support the official material.]]>01:20:31yesfullPoor Unfortunate Foals Playthrough Part 1- No Gods Before PoniesSun, 11 Oct 2015 08:21:23 +0000The end is neigh.

'Poor Unfortunate Foals' is made by the anonymous posters on 4chan's /tg/ and /mlp/ boards. The content is organized by Mac Stableman who can be found on twitter here: https://twitter.com/MacStableman Information about and download links for the game can be found here: http://1d4chan.org/wiki/Poor_Unfortunate_Foals

Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow

You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates.

'My Little Pony', 'My Little Pony:Friendship is Magic', and all related characters are owned by Hasbro. This is a fan-based parody. Please support the official material.]]>The end is neigh. GM Sarah leads players Christine Blight, Austin Ramsay, Stewart, and Milo through the darkness of the Everfree Forest in 'Poor Unfortunate Foals'. 'Poor Unfortunate Foals' is made by the anonymous posters on 4chan's /tg/ and /mlp/ boards. The content is organized by Mac Stableman who can be found on twitter here: https://twitter.com/MacStableman Information about and download links for the game can be found here: http://1d4chan.org/wiki/Poor_Unfortunate_Foals Sarah runs Durham Region Writing Rainbow, an LGBTQ+ writing group for youth in Durham Region. You can find more information at https://www.facebook.com/WritingRainbow You can follow us on Twitter at https://twitter.com/Notaninn, or email us at YouDontMeetInAnInn@gmail.com You can also like our Facebook page (https://www.facebook.com/YouDontMeetInAnInn/timeline?ref=page_internal) or subreddit (https://www.reddit.com/r/YouDontMeetInAnInn/) for regular updates. 'My Little Pony', 'My Little Pony:Friendship is Magic', and all related characters are owned by Hasbro. This is a fan-based parody. Please support the official material.]]>01:11:50yesfullSavage Worlds Playthrough Part 10 - Partridge In A Pear TreeSun, 04 Oct 2015 09:26:01 +0000 We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]> We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:03:40yesfullSavage Worlds Playthrough Part 9- The Might Of A Thousand BabiesSun, 27 Sep 2015 12:03:52 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:42:06yesworlds,savagefullSavage Worlds Playthrough Part 8- Preemptive Self DefenceSun, 20 Sep 2015 11:33:31 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:27:32yesfull Savage Worlds Playthrough Part 7- Sewer LevelSun, 13 Sep 2015 14:18:36 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:19:40yesworlds,savagefullSavage Worlds Playthrough Part 6- Bury Your GaysSun, 06 Sep 2015 09:55:05 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:27:18yesworlds,savagefullSavage Worlds Playthrough Part 5- Blood On Foreign GraniteSun, 30 Aug 2015 11:13:09 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:28:33yesworlds,savagefullSavage Worlds Playthrough Part 4- Dog Eat Dog WorldSun, 23 Aug 2015 14:51:39 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:21:28yesworlds,savagefullSavage Worlds Playthrough Part 3- Bugging OutSun, 16 Aug 2015 08:28:39 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcolm on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up]]>01:20:32yesworlds,savagefullSavage Worlds Playthrough Part 2- Enemies WithinSun, 09 Aug 2015 08:42:12 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcom on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up.]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcom on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and published by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypse World' will be available at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA once our editor's sickness clears up.]]>01:20:45yesworlds,savagefullSavage Worlds Playthrough Part 1- Baby ChainSun, 02 Aug 2015 06:30:41 +0000We return to Pear Tree Gardens in this actual play of 'Savage Worlds'!

G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcom on a trip down memory lane. What happens when you birth a god baby?

'Savage Worlds' is written by Shane Lacy Hensley, and ublished by Pinnacle Entertainment Group. You can buy a copy of it here!

Mara can be found @Maradyne. Twitter is extremely NSFW.

You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook.

The reedited version of 'Apocalypes World' will be available on Monday at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA]]>We return to Pear Tree Gardens in this actual play of 'Savage Worlds'! G.M Austin Ramsay takes players Christine Blight, Mara Dyne, and Niamh Malcom on a trip down memory lane. What happens when you birth a god baby? 'Savage Worlds' is written by Shane Lacy Hensley, and ublished by Pinnacle Entertainment Group. You can buy a copy of it here! Mara can be found @Maradyne. Twitter is extremely NSFW. You can contact us by email at youdontmeetataninn@gmail.com, on Twitter @notaninn, or on Facebook. The reedited version of 'Apocalypes World' will be available on Monday at https://www.youtube.com/channel/UCJfI8T7dPQeRaoSiW1QJaHA]]>01:29:13yesworlds,savagefullLady Blackbird Playthrough Part 5- Fire FightSun, 26 Jul 2015 12:25:35 +0000Love burns eternal

G.M. Austin Ramsay sweeps players Christine Blight, Mara Dyne, Will Walsh and Jas across the highest seas in this actual play of 'Lady Blackbird'.

'Lady Blackbird' is written by John Harper, and can be found online at http://www.onesevendesign.com/ladyblackbird/

If you would like to see more of Mara, you can follow her on Twitter @maradyne. Twitter is NSFW

If you would like to get in touch with us, you can do so at youdontmeetinaninn@gmail.com, or on Twitter @notaninn

]]>Love burns eternal

G.M. Austin Ramsay sweeps players Christine Blight, Mara Dyne, Will Walsh and Jas across the highest seas in this actual play of 'Lady Blackbird'.

'Lady Blackbird' is written by John Harper, and can be found online at http://www.onesevendesign.com/ladyblackbird/

If you would like to see more of Mara, you can follow her on Twitter @maradyne. Twitter is NSFW

If you would like to get in touch with us, you can do so at youdontmeetinaninn@gmail.com, or on Twitter @notaninn

G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh and Jaz through zero hour of a zombie outbreak in this actual play of All Flesh Must Be Eaten.

'All Flesh Must Be Eaten' is designed by George Vasilakos and published by Eden Studios, Inc. It is available for purchase here!

If you'd like to get in contact with us, shoot us an email at youdontmeetinaninn@gmail.com, or a tweet @notaninn

]]>...the aristocrats!

G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh and Jaz through zero hour of a zombie outbreak in this actual play of All Flesh Must Be Eaten.

'All Flesh Must Be Eaten' is designed by George Vasilakos and published by Eden Studios, Inc. It is available for purchase here!

If you'd like to get in contact with us, shoot us an email at youdontmeetinaninn@gmail.com, or a tweet @notaninn

]]>01:46:32yesfullAll Flesh Must Be Eaten Playthrough Part 7- Red TapeSun, 07 Jun 2015 08:58:59 +0000We are all so disappointed in Brad.

G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh and Jaz through zero hour of a zombie outbreak in this actual play of All Flesh Must Be Eaten.

'All Flesh Must Be Eaten' is designed by George Vasilakos and published by Eden Studios, Inc. It is available for purchase here!

If you'd like to get in contact with us, shoot us an email at youdontmeetinaninn@gmail.com, or a tweet @notaninn

]]>We are all so disappointed in Brad.

G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh and Jaz through zero hour of a zombie outbreak in this actual play of All Flesh Must Be Eaten.

'All Flesh Must Be Eaten' is designed by George Vasilakos and published by Eden Studios, Inc. It is available for purchase here!

If you'd like to get in contact with us, shoot us an email at youdontmeetinaninn@gmail.com, or a tweet @notaninn

]]>01:11:25yesfullAll Flesh Must Be Eaten Playthrough Part 6- BraaaainstormingSun, 31 May 2015 09:56:37 +0000Tempers are rising as G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh and Jaz through zero hour of a zombie outbreak in this actual play of All Flesh Must Be Eaten.

'All Flesh Must Be Eaten' is designed by George Vasilakos and published by Eden Studios, Inc. It is available for purchase here!

If you'd like to get in contact with us, shoot us an email at youdontmeetinaninn@gmail.com, or a tweet @notaninn

]]>Tempers are rising as G.M. Austin Ramsay takes players Christine Blight, Jason Kang, Will Walsh and Jaz through zero hour of a zombie outbreak in this actual play of All Flesh Must Be Eaten.

'All Flesh Must Be Eaten' is designed by George Vasilakos and published by Eden Studios, Inc. It is available for purchase here!

If you'd like to get in contact with us, shoot us an email at youdontmeetinaninn@gmail.com, or a tweet @notaninn

If you would like to see more of Mara, you can follow her on Twitter @maradyne. Twitter is NSFW

If you would like to get in touch with us, you can do so at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>G.M. Austin Ramsay takes players Christine Blight, Mara Dyne, Will Walsh and Trey through The Maze on a simple mercenary job in Elola station. Who snuck contraband weapons onto the space station? Besides the P.Cs, that is.... 'FAITH' is by Burning Games and is available here. If you would like to see more of Mara, you can follow her on Twitter @maradyne. Twitter is NSFW If you would like to get in touch with us, you can do so at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>01:22:19cleanfullFAITH (Beta) IntroductionSun, 25 Jan 2015 07:13:16 +0000Hosts Christine Blight, Austin Ramsay and Trey discuss the unreleased game of FAITH that they got the opportunity to preview.

If you would like to see more of Mara, you can follow her on Twitter @maradyne. Twitter is NSFW

]]>

We have a special treat for all of you this month! We were given the opportunity to beta test 'Faith', a brand new game by Burning Games (www.burning-games.com). G.M. Austin Ramsay takes players Christine Blight, Mara Dyne, Will Walsh and Trey through The Maze on a simple mercenary job in Elola station. What can possibly go wrong? 'Faith' can be found here. If you would like to see more of Mara, you can follow her on Twitter @maradyne. Twitter is NSFW

G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core.

'Fate Core' is published by Evil Hat Productions, and can be found online here!

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>These Detectives Investigated A Missing Person, You Wont Believe What They Found Next! G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core. 'Fate Core' is published by Evil Hat Productions, and can be found online here! Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>01:38:22yesfullFate Playthrough Part 5- Serious Business Sun, 14 Dec 2014 07:14:46 +0000Let's see how deep this cliché goes!

G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core.

'Fate Core' is published by Evil Hat Productions, and can be found online here!

"Dances and Dames" Kevin MacLeod (incompetech.com)

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>Let's see how deep this cliché goes! G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core. 'Fate Core' is published by Evil Hat Productions, and can be found online here! "Dances and Dames" Kevin MacLeod (incompetech.com) Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>01:46:21yesfullFate Playthrough Part 4- I Am A DoctorSun, 07 Dec 2014 05:00:00 +0000Barry really cleans up his act!

G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core.

'Fate Core' is published by Evil Hat Productions, and can be found online here!

"Fast Talkin" Kevin MacLeod (incompetech.com)

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>Barry really cleans up his act! G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core. 'Fate Core' is published by Evil Hat Productions, and can be found online here! "Fast Talkin" Kevin MacLeod (incompetech.com) Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>01:16:41yesfullFate Playthrough Part 3- Girl TalkSun, 30 Nov 2014 05:00:00 +0000All the stimulating, awkward dating action you can handle!

G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core.

'Fate Core' is published by Evil Hat Productions, and can be found online here!

"Night on the Docks - Sax" Kevin MacLeod (incompetech.com)

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>All the stimulating, awkward dating action you can handle! G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core. 'Fate Core' is published by Evil Hat Productions, and can be found online here! "Night on the Docks - Sax" Kevin MacLeod (incompetech.com) Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>01:24:46yesfullFate Playthrough Part 2- Aspect: Casual MisogynySun, 23 Nov 2014 09:03:18 +0000G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core.

'Fate Core' is published by Evil Hat Productions, and can be found online here!

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core. 'Fate Core' is published by Evil Hat Productions, and can be found online here! Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>01:20:59yesfullFate Playthrough Part 1- Trouble Walks Through The DoorSun, 16 Nov 2014 07:00:15 +0000G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core.

'Fate Core' is published by Evil Hat Productions, and can be found online here!

"Night on the Docks - Sax" Kevin MacLeod (incompetech.com)

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>G.M. Austin Ramsay takes players Christine Blight, Tristan Clark, and Will Walsh through the mean streets of Mars Town in their playthrough of Fate Core. 'Fate Core' is published by Evil Hat Productions, and can be found online here! "Night on the Docks - Sax" Kevin MacLeod (incompetech.com) Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>01:31:14yesfullFate Setting Creation- Welcome To Yesterday's World Of Tomorrow Sun, 09 Nov 2014 08:06:44 +0000In Fate, setting is the product of collabrative brainstroming between the players and the GM. Here's how we decided ours.

G.M. Austin Ramsay and players Christine Blight, Tristan Clark, Niamh Malcom and Will Walsh suss out their retro/noir/political/sci-fi BEAUTIFUL MONSTER of a setting.

'Fate' is published by Evil Hat Productions, and can be found online here!

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>In Fate, setting is the product of collabrative brainstroming between the players and the GM. Here's how we decided ours. G.M. Austin Ramsay and players Christine Blight, Tristan Clark, Niamh Malcom and Will Walsh suss out their retro/noir/political/sci-fi BEAUTIFUL MONSTER of a setting. 'Fate' is published by Evil Hat Productions, and can be found online here! Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>01:47:18yesfullFate IntroductionSun, 09 Nov 2014 07:51:44 +0000Today Austin Ramsay and Christine Blight have a look at the 4th edition of 'Fate', and try not to gush on for too long about how much they love it.

'Fate Core' is published by Evil Hat Productions, and can be found online here!

Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>Today Austin Ramsay and Christine Blight have a look at the 4th edition of 'Fate', and try not to gush on for too long about how much they love it. 'Fate Core' is published by Evil Hat Productions, and can be found online here! Questions, suggestions? Send them to youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>21:10yesIt Came From Somewhere Else Playthrough Part 3- Son of BeelzebuckSun, 02 Nov 2014 06:01:18 +0000The hunter and the hunted clash in the final playthrough of It Came From Somewhere Else.

You can contact us at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>The hunter and the hunted clash in the final playthrough of It Came From Somewhere Else. GM Austin Ramsay takes Jas Ahluwalia, Christine Blight, Tristan Clark, and Will Walsh deep into the woods to fight for everything they hold deer. 'It Came From Somewhere Else' was written by CrazyHarlequin and collaborators from 4chan's /tg/ board. It is available here. 'Epic Unease' Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can contact us at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>01:58:52yesfullIt Came From Somewhere Else- Beelzebuck II, The BuckeningSun, 26 Oct 2014 03:15:05 +0000Beelzebuck continues to ravage our young coeds in the second part of our playthrough of 'It Came From Somewhere Else'.

You can contact us at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>Beelzebuck continues to ravage our young coeds in the second part of our playthrough of 'It Came From Somewhere Else'. GM Austin Ramsay takes Jas Ahluwalia, Christine Blight, Tristan Clark, and Will Walsh deep into the woods to fight for everything they hold deer. 'It Came From Somewhere Else' was written by CrazyHarlequin and collaborators from 4chan's /tg/ board. It is available here. 'Epic Unease' Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can contact us at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>59:48yesfullIt Came From Somewhere Else Intro and Playthrough Part 1: BEELZEBUCKSun, 19 Oct 2014 04:00:00 +0000They're just five college and/or high school students going up to an old abandoned campground in the woods! I have a really good feeling about this.

You can contact us at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>They're just five college and/or high school students going up to an old abandoned campground in the woods! I have a really good feeling about this. GM Austin Ramsay takes Jas Ahluwalia, Christine Blight, Tristan Clark, and Will Walsh deep into the woods to fight for everything they hold deer. Gameplay begins at 14:30 'It Came From Somewhere Else' was written by CrazyHarlequin and collaborators from 4chan's /tg/ board. It is available here. 'Epic Unease' Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ You can contact us at youdontmeetinaninn@gmail.com, or on Twitter @notaninn]]>01:36:20yesfullFiasco Playthrough Part 4- Burn it DownSun, 12 Oct 2014 04:04:34 +0000Players Christine Blight, Niamh Malcolm, and Trey find out why you can never go home again in this playthrough of Fiasco.

'Back To The Old House' playset was written by Sean Buckley, and can be found here, along with many other wonderful and free playsets: http://www.bullypulpitgames.com/downloads/

'Epic Unease' Kevin MacLeod (incompetech.com)

'Ice Demon' Kevin MacLeod (incompetech.com)

'The Dread' Kevin MacLeod (incompetech.com)

'Fire Prelude' Kevin MacLeod (incompetech.com)

'Right Behind You ' Kevin MacLeod (incompetech.com)]]>Players Christine Blight, Niamh Malcolm, and Trey find out why you can never go home again in this playthrough of Fiasco. 'Back To The Old House' playset was written by Sean Buckley, and can be found here, along with many other wonderful and free playsets: http://www.bullypulpitgames.com/downloads/ 'Epic Unease' Kevin MacLeod (incompetech.com) 'Ice Demon' Kevin MacLeod (incompetech.com) 'The Dread' Kevin MacLeod (incompetech.com) 'Fire Prelude' Kevin MacLeod (incompetech.com) 'Right Behind You ' Kevin MacLeod (incompetech.com)]]>43:37yesfullFiasco Playthrough Part 3- Dust And MemoriesSun, 05 Oct 2014 04:00:00 +0000They swore they'd never return, but the sweet perfume of nostalgia tempts the strongest of men.

Players Christine Blight, Niamh Malcolm, and Trey find out why you can never go home again in this playthrough of Fiasco.

'Back To The Old House' playset was written by Sean Buckley, and can be found here, along with many other wonderful and free playsets: http://www.bullypulpitgames.com/downloads/

'Epic Unease' Kevin MacLeod (incompetech.com)

'Dark Walk' Kevin MacLeod (incompetech.com)

'Very Low Note' Kevin MacLeod (incompetech.com)

'Bent and Broken' Kevin MacLeod (incompetech.com)

'Long Note One' Kevin MacLeod (incompetech.com)]]>They swore they'd never return, but the sweet perfume of nostalgia tempts the strongest of men. Players Christine Blight, Niamh Malcolm, and Trey find out why you can never go home again in this playthrough of Fiasco. 'Back To The Old House' playset was written by Sean Buckley, and can be found here, along with many other wonderful and free playsets: http://www.bullypulpitgames.com/downloads/ 'Epic Unease' Kevin MacLeod (incompetech.com) 'Dark Walk' Kevin MacLeod (incompetech.com) 'Very Low Note' Kevin MacLeod (incompetech.com) 'Bent and Broken' Kevin MacLeod (incompetech.com) 'Long Note One' Kevin MacLeod (incompetech.com)]]>45:19yesfullFiasco Playthrough Part 2- Spetsnaz Are Bad For your HealthSun, 28 Sep 2014 05:53:40 +0000How can one simple robbery go so wrong? Will players Christine Blight, Mara Dyne, Austin Ramsay, and William Walsh pull of the heist of the half year? Nyet.

What lay in the hearts of suburban criminals? We find out in this playthrough of 'Fiasco'! Join players Christine Blight, Mara Dyne, Austin Ramsay, and William Walsh as they try to scheme and double cross their way out of their unfulfilling lives.

Love Mara and want to see more of her? Of course you do! She can be found on Twitter @MaraDyne. Twitter is NSFW.

]]>

What lay in the hearts of suburban criminals? We find out in this playthrough of 'Fiasco'! Join players Christine Blight, Mara Dyne, Austin Ramsay, and William Walsh as they try to scheme and double cross their way out of their unfulfilling lives. You can purchase 'Fiasco' online here! Love Mara and want to see more of her? Of course you do! She can be found on Twitter @MaraDyne. Twitter is NSFW.

If you'd like to contact us, you can at youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>Who doesn't love a good fiasco? Your hosts Christine blight and Austin Ramsay have a quick look at 'Fiasco', a game system designed by Jason Morningstar and published by Bully Pulpit Games. You can purchase 'Fiasco' online here! If you'd like to contact us, you can at youdontmeetinaninn@gmail.com or on Twitter @notaninn.]]>24:00yesFantasy Craft Playthrough Part 3- Let's Have A SternwichSun, 14 Sep 2014 03:29:59 +0000This week, players Christine Blight, Mara Dyne and Austin Ramsay are in the middle of a fight for their lives with Razamoth as lead by G.M. Will Walsh. Will they escape with their lives and the zombified princess, or will they perish in the pit of darkness?

'Fantasy Craft' is written by Alex Flagg, Scott Gearin, and Patrick Kapera and published by Crafty Games. You can buy it online here!

If you would like to see more of Mara, you can follow her on Twitter @MaraDyne. Twitter is NSFW.]]>This week, players Christine Blight, Mara Dyne and Austin Ramsay are in the middle of a fight for their lives with Razamoth as lead by G.M. Will Walsh. Will they escape with their lives and the zombified princess, or will they perish in the pit of darkness? 'Fantasy Craft' is written by Alex Flagg, Scott Gearin, and Patrick Kapera and published by Crafty Games. You can buy it online here! If you would like to see more of Mara, you can follow her on Twitter @MaraDyne. Twitter is NSFW.]]>56:40yesfullFantasy Craft Playthrought Part 2- Foolish MortalsSun, 07 Sep 2014 04:07:53 +0000 This week, G.M. William Walsh takes players Christine Blight, Mara Dyne and Austin Ramsay deep into the Vault of Razamuth to rescue a kidnapped princess. Have they gone in too deep?

'Fantasy Craft' is written by Alex Flagg, Scott Gearin, and Patrick Kapera and published by Crafty Games. You can buy it online here!

If you would like to see more of Mara, you can follow her on Twitter @MaraDyne. Twitter is NSFW.

If you have any questions or game recommendations, please send them to youdontmeetinaninn@gmail.com or tweet us @notaninn

]]> This week, G.M. William Walsh takes players Christine Blight, Mara Dyne and Austin Ramsay deep into the Vault of Razamuth to rescue a kidnapped princess. Have they gone in too deep?

'Fantasy Craft' is written by Alex Flagg, Scott Gearin, and Patrick Kapera and published by Crafty Games. You can buy it online here!

If you would like to see more of Mara, you can follow her on Twitter @MaraDyne. Twitter is NSFW.

If you have any questions or game recommendations, please send them to youdontmeetinaninn@gmail.com or tweet us @notaninn

'Fantasy Craft' is written by Alex Flagg, Scott Gearin, and Patrick Kapera and published by Crafty Games. You can buy it online here!

If you would like to see more of Mara, you can follow her on Twitter @MaraDyne. Twitter is NSFW.]]>This week, G.M. William Walsh takes players Christine Blight, Mara Dyne and Austin Ramsay deep into the Vault of Razamuth to rescue a kidnapped princess. 'Fantasy Craft' is written by Alex Flagg, Scott Gearin, and Patrick Kapera and published by Crafty Games. You can buy it online here! If you would like to see more of Mara, you can follow her on Twitter @MaraDyne. Twitter is NSFW.]]>01:29:14yesfullEveryone Is John Playthrouh Part 2- Cheetos and Toe JamSun, 24 Aug 2014 04:49:49 +0000Today we're finishing off our look at 'Everyone Is John' with Christine Blight, Niamh Malcom, Hillary Predko, Austin Ramsay, Anthony Swan and Scott acting as different obsessions in poor John's head.

If you wish to play, 'Everyone Is John' is available for free online here.]]>Today we're finishing off our look at 'Everyone Is John' with Christine Blight, Niamh Malcom, Hillary Predko, Austin Ramsay, Anthony Swan and Scott acting as different obsessions in poor John's head. If you wish to play, 'Everyone Is John' is available for free online here.]]>01:13:07yesfullEveryone Is John Introduction and Playthrough Part 1- Selfie MagicSun, 17 Aug 2014 04:00:00 +0000Today we're introducing and playing 'Everyone Is John', created by Michael B. Sullivan.

G.M Austin Ramsay is joined by Christine Blight, Niamh Malcom, Hillary Predko, Anthony Swan, Scott, and Trey as they act as different obsessions in poor John's head.

]]>Today we're introducing and playing 'Everyone Is John', created by Michael B. Sullivan. G.M Austin Ramsay is joined by Christine Blight, Niamh Malcom, Hillary Predko, Anthony Swan, Scott, and Trey as they act as different obsessions in poor John's head. If you'd like to jump straght to the gameplay, it begins at 15:02.

]]>50:19yesfullAW Playthrough Part 10- Pierre's Tree GardenSun, 10 Aug 2014 04:00:00 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay in the the tense conclusion of their Apocalypse World campaign.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay in the the tense conclusion of their Apocalypse World campaign. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:30:48yesfullAW Playthrough Part 9- Rocks Fall, Everyone CriesSun, 03 Aug 2014 04:00:00 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they suffer the consequences of their frightening actions.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they suffer the consequences of their frightening actions. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:09:51yesfullAW Playthrough Part 8- Mind. Blown.Sun, 27 Jul 2014 04:00:00 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay in the middle of a fight for their lives in post apocalytic Toronto

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay in the middle of a fight for their lives in post apocalytic Toronto If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:24:27yesfullAW Playthrough Part 7- Bash In Her Head A LittleSun, 20 Jul 2014 04:00:00 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-Apocalyptic Toronto.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-Apocalyptic Toronto. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:21:41yesfullAW Playthrough Part 6- Cup The BallsSun, 13 Jul 2014 04:41:38 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-Apocalyptic Toronto, and finally get the the Scooter camp!

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-Apocalyptic Toronto, and finally get the the Scooter camp! If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:13:18yesfullAW Playthrough Part 5- Meat PiñataSun, 06 Jul 2014 04:00:00 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they move deeper into the wilds of post-apocalyptic Toronto.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they move deeper into the wilds of post-apocalyptic Toronto. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:06:05yesfullAW Playthrough Part 4- Did We Just Eat A Baby?Sun, 29 Jun 2014 04:00:00 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-apocalyptic Toronto.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-apocalyptic Toronto. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:59:49yesfullAW Playthrough Part 3- Birds of a FeatherSun, 22 Jun 2014 04:00:00 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-apocalyptic Toronto.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as they explore post-apocalyptic Toronto. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:08:30yesfullAW Playthrough Part 2- Threats and Promises Sun, 15 Jun 2014 04:35:05 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as lines are drawn and loyalites questioned in post-Apocalyptic Toronto.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, Niamh Malcom and their GM Austin Ramsay as lines are drawn and loyalites questioned in post-Apocalyptic Toronto. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage www.maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:16:10yesfullAW Playthrough Part1- Showdown at the SeamstersSun, 08 Jun 2014 04:27:30 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, we join Christine Blight, Mara Dyne, and Niamh Malcom as they explore post-apocalyptic Toronto with their GM Austin Ramsay.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn

You can see more of Mara by following her Twitter @MaraDyne, or her webpage http://maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, we join Christine Blight, Mara Dyne, and Niamh Malcom as they explore post-apocalyptic Toronto with their GM Austin Ramsay. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com, or on Twitter @notaninn You can see more of Mara by following her Twitter @MaraDyne, or her webpage http://maradyneonline.com/. Webpage and Twitter are seriously NSFW. Seriously.]]>01:02:19yesfullApocalypse World IntroductionSun, 08 Jun 2014 04:10:04 +0000Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games.

This week, your hosts Christine Blight and Austin Ramsay discuss 'Apocalypse World', a game desgined by Vincent Baker and published by Lumpley Games.

If you would like to purchase 'Apocalypse World', you can find it here!

You can contact us at youdontmeetinaninn@gamil.com or on Twitter @notaninn]]>Welcome to You Don't Meet In An Inn, a weekly podcast that introduces and plays through obscure role playing games. This week, your hosts Christine Blight and Austin Ramsay discuss 'Apocalypse World', a game desgined by Vincent Baker and published by Lumpley Games. If you would like to purchase 'Apocalypse World', you can find it here! You can contact us at youdontmeetinaninn@gamil.com or on Twitter @notaninn]]>53:39yesBESM Playthrough Part 3- More Beautiful Than I Dare DreamMon, 02 Jun 2014 01:45:54 +0000This week on You Don't Meet in an Inn, we have the final part of a game run in "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing.

You can contact us at youdontmeetinaninn@gmail.com or via Twitter @notaninn.

]]>This week on You Don't Meet in an Inn, we have the final part of a game run in "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing. This week features the players Christine Blight, Tristan Clark, Sarah Larock, and Niamh Malcolm. Austin Ramsay acts as the ever suffering G.M.

]]>01:58:37yesfullBESM Playthrough Part 2- Welcome To My NightmareWed, 28 May 2014 04:11:05 +0000This week on You Don't Meet in an Inn, we have the second part of a game run in "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing.

You can contact us at youdontmeetinaninn@gmail.com or via Twitter @notaninn.

]]>This week on You Don't Meet in an Inn, we have the second part of a game run in "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing. This week features the players Christine Blight, Tristan Clark, Sarah Larock, and Niamh Malcolm. Austin Ramsay acts as the ever suffering G.M.

]]>01:28:07yesfullBESM Playthrough Part 1- HELLLOOOOWed, 28 May 2014 03:52:27 +0000This week on You Don't Meet in an Inn, we have the first part of a game run in "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing.

You can contact us at youdontmeetinaninn@gmail.com or via Twitter @notaninn.

]]>This week on You Don't Meet in an Inn, we have the first part of a game run in "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing. This week features the players Christine Blight, Tristan Clark, Sarah Larock, and Niamh Malcolm. Austin Ramsay acts as the ever suffering G.M.

]]>01:22:59yesfullBig Eyes, Small Mouth- IntroductionWed, 28 May 2014 03:27:12 +0000This week on You Don't Meet in an Inn, Christine Blight and Austin Ramsay discuss "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing and sit you through a character creation of Lumpy Space Princess from Adventure Time.

You can contact us at youdontmeetinaninn@gmail.com or via Twitter @notaninn.

]]>This week on You Don't Meet in an Inn, Christine Blight and Austin Ramsay discuss "Big Eyes, Small Mouth", a system designed by Mark C. Mackinnion and published by White Wolf Publishing and sit you through a character creation of Lumpy Space Princess from Adventure Time.